BIGFXóƒ&bc*íData\English\generals.csf1PHData\INI\Campaign.iniyß3ÎData\INI\ChallengeMode.ini­­^AData\INI\CommandButton.ini î6xData\INI\CommandSet.iniBf Data\INI\multiplayer.iniMó ôŒData\INI\Object\AirforceGeneral.ini!B¤MData\INI\Object\GC_Slth_GLAUnits.ini$ćĚ ”Data\INI\Object\InfantryGeneral.ini.zĐ Œ–Data\INI\Object\SuperWeaponGeneral.ini;f ܛData\INI\Object\TankGeneral.iniDäy3Data\INI\Object\TechBuildings.iniE]4óÜData\INI\Object\WeaponObjects.iniHQónData\INI\ObjectCreationList.iniLD~cęData\INI\Weapon.iniR¨hjMMaps\GC_AirGeneral\GC_AirGeneral.map[ľ,Maps\GC_AirGeneral\GC_AirGeneral.tga\áMaps\GC_AirGeneral\map.ini\ô(ŤMaps\GC_ChemGeneral\GC_ChemGeneral.map`>Ÿ,Maps\GC_ChemGeneral\GC_ChemGeneral.tgaa>Ë^Maps\GC_ChemGeneral\map.iniaG)7Maps\GC_ChinaBoss\GC_ChinaBoss.mapga`,Maps\GC_ChinaBoss\GC_ChinaBoss.tgahaŒ<"Maps\GC_ChinaBoss\map.inihŽ.3Maps\GC_LaserGeneral\GC_LaserGeneral.maplËá,Maps\GC_LaserGeneral\GC_LaserGeneral.tgamĚ ŞMaps\GC_LaserGeneral\map.inimС@“Maps\GC_NukeGeneral\GC_NukeGeneral.maprJ,Maps\GC_NukeGeneral\GC_NukeGeneral.tgasvMaps\GC_NukeGeneral\map.inis„ŠMaps\GC_Stealth\GC_Stealth.mapv˝”,Maps\GC_Stealth\GC_Stealth.tgaw˝ŔTMaps\GC_Stealth\gc_stealth.wakwžSlMaps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map{€,Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.tga|Ź Maps\GC_SuperWeaponsGeneral\gc_superweaponsgeneral.wak|Ź؀Maps\GC_TankGeneral\GC_TankGeneral.map‚ó,,Maps\GC_TankGeneral\GC_TankGeneral.tgaL225 FSC LBLGUI:GameOptions RTS ¸˙ž˙˛˙ş˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:SinglePlayer RTS Ź˙°˙ł˙°˙ß˙Ż˙ł˙ž˙Ś˙ LBL GUI:Network RTSą˙ş˙Ť˙¨˙°˙­˙´˙ LBL GUI:Options RTS°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBL GUI:Skirmish RTSŹ˙´˙ś˙­˙˛˙ś˙Ź˙ˇ˙ LBLGUI:Back RTS˝˙ž˙ź˙´˙ LBL GUI:StartGame RTS Ż˙ł˙ž˙Ś˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:Color RTSź˙˙“˙˙˙ LBL GUI:Slower RTSŹ˙“˙˙ˆ˙š˙˙ LBL GUI:Faster RTSš˙ž˙Œ˙‹˙š˙˙ LBLGUI:Low RTSł˙˙ˆ˙ LBL GUI:Medium RTS˛˙š˙›˙–˙Š˙’˙ LBLGUI:High RTSˇ˙–˙˜˙—˙ LBLGUI:None RTSą˙˙‘˙š˙ LBL GUI:Random RTS­˙ž˙‘˙›˙˙’˙ LBL GUI:Cancel RTSź˙ž˙ą˙ź˙ş˙ł˙ LBLGUI:Ok RTS°˙´˙ LBL GUI:Delete RTS­˙š˙’˙˙‰˙š˙ LBLGUI:Description RTS ť˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ LBLGUI:Load RTSł˙°˙ž˙ť˙ LBL GUI:Progress RTSŻ˙˙˙˜˙˙š˙Œ˙Œ˙ LBL GUI:Assign RTSž˙Œ˙Œ˙–˙˜˙‘˙ LBLGUI:CustomizeKeyboard RTSź˙Š˙Œ˙‹˙˙’˙–˙…˙š˙ß˙´˙š˙†˙˙˙ž˙˙›˙ LBL GUI:Category RTSź˙ž˙‹˙š˙˜˙˙˙†˙ LBL GUI:Commands RTSź˙˙’˙’˙ž˙‘˙›˙Œ˙ LBL GUI:ResetAll RTS ­˙š˙Œ˙š˙‹˙ß˙ž˙“˙“˙ LBLGUI:DisplayOptions RTSť˙ś˙Ź˙Ż˙ł˙ž˙Ś˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:KeyboardOptions RTS´˙š˙†˙˙˙ž˙˙›˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ LBL GUI:MainMenu RTSş˙§˙ś˙Ť˙ LBL GUI:Units RTSŞ˙‘˙–˙‹˙Œ˙ LBL GUI:Buildings RTS ˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL GUI:Players RTSŻ˙“˙ž˙†˙š˙˙Œ˙ LBL GUI:Preview RTS ˛˙ž˙˙ß˙Ż˙˙š˙‰˙–˙š˙ˆ˙ LBLGUI:Save RTSŹ˙ž˙‰˙š˙ LBLGUI:Side RTSž˙˙’˙†˙ LBL GUI:Accept RTSž˙ź˙ź˙ş˙Ż˙Ť˙ LBL GUI:Games RTS¸˙ž˙’˙š˙Œ˙ LBLGUI:Join RTS ľ˙°˙ś˙ą˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:LoadGame RTS ł˙°˙ž˙ť˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:SaveGame RTS Ź˙ž˙Š˙ş˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:Score RTSŹ˙œ˙˙˙š˙ LBLGUI:Add RTSž˙›˙›˙ LBLGUI:MusicVolume RTS ˛˙Š˙Œ˙–˙œ˙ß˙Š˙˙“˙Š˙’˙š˙ LBLGUI:VoiceVolume RTS Š˙˙–˙œ˙š˙ß˙Š˙˙“˙Š˙’˙š˙ LBLGUI:Play RTS Ż˙“˙ž˙†˙ß˙¸˙ž˙’˙š˙ LBLGUI:Stop RTSŹ˙Ť˙°˙Ż˙ LBL GUI:Continue RTSź˙°˙ą˙Ť˙ś˙ą˙Ş˙ş˙ LBL GUI:MaxPing RTS˛˙ž˙‡˙ß˙Ż˙–˙‘˙˜˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ĺ˙ LBL GUI:Ladder RTSł˙ž˙›˙›˙š˙˙ LBL GUI:Close RTSź˙“˙˙Œ˙š˙ LBLGUI:Help RTSˇ˙š˙“˙˙ LBLGUI:Rank RTS­˙ž˙‘˙”˙ LBL GUI:Password RTSŻ˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLGUI:Disconnect RTS ť˙ś˙Ź˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ LBLGUI:No RTSą˙°˙ LBLGUI:Yes RTSŚ˙ş˙Ź˙ LBL GUI:Blank RTSŃ˙ LBLGUI:Open RTS°˙˙š˙‘˙ LBL GUI:Closed RTSź˙“˙˙Œ˙š˙›˙ LBL GUI:Login RTSł˙°˙¸˙ś˙ą˙ LBLGUI:WOLWelcome RTS¨˙š˙“˙œ˙˙’˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙Ú˙—˙Œ˙ LBLGUI:QuickMatch RTS Ž˙Ş˙ś˙ź˙´˙˛˙ž˙Ť˙ź˙ˇ˙ LBLGUI:CustomMatch RTS ź˙Ş˙Ź˙Ť˙°˙˛˙ß˙˛˙ž˙Ť˙ź˙ˇ˙ LBLGUI:LadderRank RTS ł˙ž˙›˙›˙š˙˙ß˙­˙ž˙‘˙”˙ LBLGUI:Disconnects RTS ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLGUI:CreateGame RTS ź˙­˙ş˙ž˙Ť˙ş˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:AutoLogin RTSž˙Š˙‹˙˙ß˙ł˙˙˜˙–˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙š˙Š˙‹˙Š˙˙š˙ LBL GUI:AddBuddy RTS ž˙›˙›˙ß˙˝˙Š˙›˙›˙†˙ LBLGUI:RemoveBuddy RTS ­˙š˙’˙˙‰˙š˙ß˙˝˙Š˙›˙›˙†˙ LBLGUI:AudioOptions RTS ž˙Ş˙ť˙ś˙°˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:LadderWins RTS ł˙ž˙›˙›˙š˙˙ß˙¨˙–˙‘˙Œ˙ LBLGUI:LadderLosses RTS ł˙ž˙›˙›˙š˙˙ß˙ł˙˙Œ˙Œ˙š˙Œ˙ LBLGUI:LadderPoints RTS ł˙ž˙›˙›˙š˙˙ß˙Ż˙˙–˙‘˙‹˙Œ˙ LBLWOL:BuddyOffline RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙˙™˙™˙“˙–˙‘˙š˙ LBL WOL:Locale00 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBL WOL:Locale01 RTS°˙‹˙—˙š˙˙ß˙ł˙˙œ˙ž˙‹˙–˙˙‘˙ LBL WOL:Locale02 RTS Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ LBL WOL:Locale03 RTSź˙ž˙‘˙ž˙›˙ž˙ LBL WOL:Locale04 RTSŞ˙‘˙–˙‹˙š˙›˙ß˙´˙–˙‘˙˜˙›˙˙’˙ LBL WOL:Locale05 RTS¸˙š˙˙’˙ž˙‘˙†˙ LBL WOL:Locale06 RTSš˙˙ž˙‘˙œ˙š˙ LBL WOL:Locale07 RTSŹ˙˙ž˙–˙‘˙ LBL WOL:Locale08 RTS ą˙š˙‹˙—˙š˙˙“˙ž˙‘˙›˙Œ˙ LBL WOL:Locale09 RTS˝˙š˙“˙˜˙–˙Š˙’˙ LBL WOL:Locale10 RTSž˙Š˙Œ˙‹˙˙–˙ž˙ LBL WOL:Locale11 RTS Ź˙ˆ˙–˙‹˙…˙š˙˙“˙ž˙‘˙›˙ LBL WOL:Locale12 RTSś˙‹˙ž˙“˙†˙ LBL WOL:Locale13 RTSť˙š˙‘˙’˙ž˙˙”˙ LBL WOL:Locale14 RTSŹ˙ˆ˙š˙›˙š˙‘˙ LBL WOL:Locale15 RTSą˙˙˙ˆ˙ž˙†˙ LBL WOL:Locale16 RTSš˙–˙‘˙“˙ž˙‘˙›˙ LBL WOL:Locale17 RTSś˙Œ˙˙ž˙š˙“˙ LBL WOL:Locale18 RTS Ź˙˙Š˙‹˙—˙ß˙ž˙™˙˙–˙œ˙ž˙ LBL WOL:Locale19 RTSľ˙ž˙˙ž˙‘˙ LBL WOL:Locale20 RTS´˙˙˙š˙ž˙ LBL WOL:Locale21 RTSź˙—˙–˙‘˙ž˙ LBL WOL:Locale22 RTS Ź˙–˙‘˙˜˙ž˙˙˙˙š˙ LBL WOL:Locale23 RTSŤ˙ž˙–˙ˆ˙ž˙‘˙ LBL WOL:Locale24 RTS˛˙ž˙“˙ž˙†˙Œ˙–˙ž˙ LBL WOL:Locale25 RTS ž˙Š˙Œ˙‹˙˙ž˙“˙–˙ž˙ LBL WOL:Locale26 RTS ą˙š˙ˆ˙ß˙Ľ˙š˙ž˙“˙ž˙‘˙›˙ LBL WOL:Locale27 RTS˝˙˙ž˙…˙–˙“˙ LBL WOL:Locale28 RTSŤ˙—˙ž˙–˙“˙ž˙‘˙›˙ LBL WOL:Locale29 RTS ž˙˙˜˙š˙‘˙‹˙–˙‘˙ž˙ LBL WOL:Locale30 RTS Ż˙—˙–˙“˙–˙˙˙–˙‘˙š˙Œ˙ LBL WOL:Locale31 RTS¸˙˙š˙š˙œ˙š˙ LBL WOL:Locale32 RTSś˙˙š˙“˙ž˙‘˙›˙ LBL WOL:Locale33 RTSŻ˙˙“˙ž˙‘˙›˙ LBL WOL:Locale34 RTSŻ˙˙˙‹˙Š˙˜˙ž˙“˙ LBL WOL:Locale35 RTS˛˙š˙‡˙–˙œ˙˙ LBL WOL:Locale36 RTS­˙Š˙Œ˙Œ˙–˙ž˙ LBL WOL:Locale37 RTSŤ˙Š˙˙”˙š˙†˙ LBL GUI:Observer RTS°˙˙Œ˙š˙˙‰˙š˙˙ LBLGUI:Team RTSŤ˙š˙ž˙’˙ LBLLETTER:G RTS¸˙ LBLLETTER:L RTSł˙ LBLLETTER:M RTS˛˙ LBLLETTER:S RTSŹ˙ LBLLETTER:O RTS°˙ LBLNUMBER:1 RTSÎ˙ LBLNUMBER:2 RTSÍ˙ LBLNUMBER:3 RTSĚ˙ LBLNUMBER:4 RTSË˙ LBLNUMBER:5 RTSĘ˙ LBLNUMBER:6 RTSÉ˙ LBLNUMBER:7 RTSČ˙ LBLNUMBER:8 RTSÇ˙ LBLNUMBER:9 RTSĆ˙ LBLNUMBER:0 RTSĎ˙ LBL Color:Gold RTS¸˙˙“˙›˙ LBL Color:Red RTS­˙š˙›˙ LBL Color:Blue RTS˝˙“˙Š˙š˙ LBL Color:Green RTS¸˙˙š˙š˙‘˙ LBL Color:Orange RTS°˙˙ž˙‘˙˜˙š˙ LBL Color:SkyBlue RTSź˙†˙ž˙‘˙ LBL Color:Purple RTSŻ˙Š˙˙˙“˙š˙ LBL Color:Pink RTSŻ˙–˙‘˙”˙ LBL MSG:Testing RTS4˛˙ž˙˙†˙ß˙—˙ž˙›˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙“˙ž˙’˙˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙™˙“˙š˙š˙œ˙š˙ß˙ž˙Œ˙ß˙ˆ˙—˙–˙‹˙š˙ß˙ž˙Œ˙ß˙Œ˙‘˙˙ˆ˙ LBL MSG:Test2 RTS6ž˙‘˙›˙ß˙š˙‰˙š˙˙†˙ˆ˙—˙š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙˛˙ž˙˙†˙ß˙ˆ˙—˙š˙‘˙Ó˙ß˙‹˙—˙š˙ß˙“˙ž˙’˙˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙˜˙˙ LBLGUI:ShowBehindBuildings RTS"ˇ˙š˙ž˙‹˙ß˙Œ˙–˙˜˙‘˙ž˙‹˙Š˙˙š˙ß˙˙š˙—˙–˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙°˙ą˙ LBLGUI:HideBehindBuildings RTS#ˇ˙š˙ž˙‹˙ß˙Œ˙–˙˜˙‘˙ž˙‹˙Š˙˙š˙ß˙˙š˙—˙–˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙°˙š˙š˙ LBLGUI:DetailsSetToLowest RTSł˙˙ˆ˙ß˙˜˙˙ž˙˙—˙–˙œ˙Œ˙ß˙›˙š˙‹˙ž˙–˙“˙ LBL$GUI:ReturnGraphicsToPreviousSettings RTS7Ź˙š˙‹˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˜˙˙ž˙˙—˙–˙œ˙ß˙›˙š˙‹˙ž˙–˙“˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙Œ˙š˙‹˙‹˙–˙‘˙˜˙Œ˙ LBLGUI:BeaconLabel RTS Ť˙†˙˙š˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙Ĺ˙ LBL GUI:Beacon RTS˝˙š˙ž˙œ˙˙‘˙ LBLGUI:EACopyright RTS/V˙ß˙Í˙Ď˙Ď˙Ě˙ß˙ş˙ł˙ş˙ź˙Ť˙­˙°˙ą˙ś˙ź˙ß˙ž˙­˙Ť˙Ź˙ß˙ś˙ą˙ź˙Ń˙ß˙ž˙ł˙ł˙ß˙­˙ś˙¸˙ˇ˙Ť˙Ź˙ß˙­˙ş˙Ź˙ş˙­˙Š˙ş˙ť˙ LBLGUI:DeleteBeacon RTSť˙š˙“˙š˙‹˙š˙ß˙ő˙ß˙˝˙š˙ž˙œ˙˙‘˙ LBLGUI:BeaconPlaced RTSž˙ß˙˝˙š˙ž˙œ˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙˙“˙ž˙œ˙š˙›˙ß˙˙†˙ß˙Ú˙“˙Œ˙ LBLGUI:BeaconPlacementFailed RTSź˙ž˙‘˙‘˙˙‹˙ß˙˙“˙ž˙œ˙š˙ß˙˝˙š˙ž˙œ˙˙‘˙ß˙—˙š˙˙š˙ LBLGUI:TooManyBeacons RTS'Ź˙˙˙˙†˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙“˙ž˙œ˙š˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˝˙š˙ž˙œ˙˙‘˙Œ˙ LBLGUI:EA RTSş˙ž˙ LBLGUI:TestBrowser RTS Ť˙š˙Œ˙‹˙ß˙˝˙˙˙ˆ˙Œ˙š˙˙ LBLGUI:Multiplayer RTS ˛˙Ş˙ł˙Ť˙ś˙Ż˙ł˙ž˙Ś˙ş˙­˙ LBL GUI:GameName RTS ¸˙ž˙’˙š˙ß˙ą˙ž˙’˙š˙Ĺ˙ LBLGUI:NoFileSelected RTSŻ˙ł˙ş˙ž˙Ź˙ş˙ß˙Ź˙ş˙ł˙ş˙ź˙Ť˙ß˙ž˙ß˙š˙ś˙ł˙ş˙ LBLGUI:PleaseSelectAFile RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙™˙–˙“˙š˙ LBLGUI:DeleteFile RTS ť˙ş˙ł˙ş˙Ť˙ş˙ß˙š˙ś˙ł˙ş˙Ŕ˙ LBLGUI:AreYouSureDelete RTS8ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙›˙š˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙™˙–˙“˙š˙Ŕ˙ LBLGUI:CopyFileToDesktop RTSź˙°˙Ż˙Ś˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ß˙Ť˙°˙ß˙ť˙ş˙Ź˙´˙Ť˙°˙Ż˙Ŕ˙ LBLGUI:AreYouSureCopy RTSgž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙œ˙˙˙†˙ß˙‹˙—˙–˙Œ˙ß˙™˙–˙“˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ť˙š˙Œ˙”˙‹˙˙˙Ŕ˙ß˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙‰˙š˙˙ˆ˙˙–˙‹˙š˙ß˙ž˙‘˙†˙ß˙™˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙‘˙ž˙’˙š˙ LBLGUI:ErrorCopyingFile RTS#Ť˙ˇ˙ş˙­˙ş˙ß˙¨˙ž˙Ź˙ß˙ž˙ą˙ß˙ş˙­˙­˙°˙­˙ß˙ź˙°˙Ż˙Ś˙ś˙ą˙¸˙ß˙Ť˙ˇ˙ş˙ß˙š˙ś˙ł˙ş˙ LBLGUI:LoadReplay RTS ł˙°˙ž˙ť˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:DeleteReplay RTS ť˙ş˙ł˙ş˙Ť˙ş˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:CopyReplay RTS ź˙°˙Ż˙Ś˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:ErrorDeletingFile RTS$Ť˙ˇ˙ş˙­˙ş˙ß˙¨˙ž˙Ź˙ß˙ž˙ą˙ß˙ş˙­˙­˙°˙­˙ß˙ť˙ş˙ł˙ş˙Ť˙ś˙ą˙¸˙ß˙Ť˙ˇ˙ş˙ß˙š˙ś˙ł˙ş˙ LBLGUI:ShortDescription RTSŹ˙—˙˙˙‹˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙Ĺ˙ LBLGUI:LadderName RTS ł˙ž˙›˙›˙š˙˙ß˙ą˙ž˙’˙š˙Ĺ˙ LBLGUI:LadderPassword RTSł˙ž˙›˙›˙š˙˙ß˙Ż˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBL GUI:LadderURL RTS ˇ˙˙’˙š˙˙ž˙˜˙š˙Ĺ˙ß˙Ú˙—˙Œ˙ LBLGUI:LadderHasPassword RTS!Ť˙—˙–˙Œ˙ß˙ł˙ž˙›˙›˙š˙˙ß˙–˙Œ˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙˙˙˙‹˙š˙œ˙‹˙š˙›˙ LBLGUI:LadderMinWins RTS˛˙–˙‘˙–˙’˙Š˙’˙ß˙ˆ˙–˙‘˙Œ˙ß˙˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ú˙›˙ LBLGUI:LadderMaxWins RTS˛˙ž˙‡˙–˙’˙Š˙’˙ß˙ˆ˙–˙‘˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ĺ˙ß˙Ú˙›˙ LBLGUI:LadderFactions RTSž˙“˙“˙˙ˆ˙š˙›˙ß˙ž˙˙’˙†˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙Œ˙Ĺ˙ LBLGUI:LadderRandomFactions RTS­˙ž˙‘˙›˙˙’˙ß˙ž˙˙’˙†˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙Œ˙Ĺ˙ LBLGUI:LadderMaps RTS ž˙“˙“˙˙ˆ˙š˙›˙ß˙’˙ž˙˙Œ˙Ĺ˙ LBLGUI:LadderRandomMaps RTS ­˙ž˙‘˙›˙˙’˙ß˙’˙ž˙˙Œ˙Ĺ˙ LBLGUI:AllowObservers RTSž˙“˙“˙˙ˆ˙ß˙°˙˙Œ˙š˙˙‰˙š˙˙Œ˙ LBLGUI:USA RTSŞ˙Ź˙ž˙ LBL GUI:China RTSź˙—˙–˙‘˙ž˙ LBLGUI:GLA RTS¸˙ł˙ž˙ LBLGUI:AmericaAllies RTS Ş˙Ź˙ž˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBLGUI:ChinaAllies RTS ź˙—˙–˙‘˙ž˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBL GUI:GLAAllies RTS ¸˙ł˙ž˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBLGUI:AmericaEnemies RTS Ş˙Ź˙ž˙ß˙ş˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:ChinaEnemies RTS ź˙—˙–˙‘˙ž˙ß˙ş˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:GLAEnemies RTS ¸˙ł˙ž˙ß˙ş˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:EndCampaign RTS ş˙ą˙ť˙ß˙ź˙ž˙˛˙Ż˙ž˙ś˙¸˙ą˙ LBL GUI:Retry RTS Ż˙ł˙ž˙Ś˙ß˙ž˙¸˙ž˙ś˙ą˙Ŕ˙ LBLGUI:RecentSave RTS ­˙š˙œ˙š˙‘˙‹˙ß˙Ź˙ž˙‰˙š˙ LBL GUI:GetUpdate RTS ¸˙š˙‹˙ß˙Ş˙˙›˙ž˙‹˙š˙ LBLGUI:DirectConnect RTSť˙ś˙­˙ş˙ź˙Ť˙ß˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ LBLGUI:WorldBuilder RTS ¨˙°˙­˙ł˙ť˙ß˙˝˙Ş˙ś˙ł˙ť˙ş˙­˙ LBLGUI:WorldBuilderLoadFailed RTS¨˙˙˙“˙›˙ß˙˝˙Š˙–˙“˙›˙š˙˙ß˙™˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙“˙˙ž˙›˙ LBLGUI:DontUseAccount RTSť˙˙‘˙Ř˙‹˙ß˙Ş˙Œ˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:UseAccount RTS Ş˙Œ˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:ScoreScreen RTS Ź˙œ˙˙˙š˙ß˙Ź˙œ˙˙š˙š˙‘˙ LBL GUI:Rehost RTS Ż˙ł˙ž˙Ś˙ß˙ž˙¸˙ž˙ś˙ą˙Ŕ˙ LBLGUI:UnitsBuilt RTSŞ˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ź˙˙š˙ž˙‹˙š˙›˙ LBL GUI:UnitsLost RTS Ş˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ł˙˙Œ˙‹˙ LBLGUI:UnitsKilled RTSŞ˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLGUI:BuildingsBuilt RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙ LBLGUI:BuildingsLost RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ł˙˙Œ˙‹˙ LBLGUI:BuildingsKilled RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLGUI:ResourcesCollected RTSŹ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ő˙ß˙ź˙˙“˙“˙š˙œ˙‹˙š˙›˙ LBLGUI:QuitPopupTitle RTSş˙§˙ś˙Ť˙Ŕ˙ LBLGUI:QuitPopupMessage RTSž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙Ŕ˙ LBLGUI:MaxSelectionSize RTS(Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙˙‘˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙Ú˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‹˙ß˙˙‘˙š˙ß˙‹˙–˙’˙š˙ LBLGUI:MessagesOn RTS˛˙š˙Œ˙Œ˙ž˙˜˙š˙Œ˙ß˙ş˙‘˙ž˙˙“˙š˙›˙ LBLGUI:MissionDescription RTS˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙ť˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ LBLGUI:MOTD RTS˛˙š˙Œ˙Œ˙ž˙˜˙š˙ß˙°˙™˙ß˙Ť˙—˙š˙ß˙ť˙ž˙†˙ LBLGUI:DesyncTitle RTS °˙Š˙‹˙ß˙˙™˙ß˙Ź˙†˙‘˙œ˙—˙ LBLGUI:DesyncText RTS9ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙—˙ž˙Œ˙ß˙˜˙˙‘˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙Œ˙†˙‘˙œ˙—˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙‹˙—˙Li%Li%ä“˙“˙ß˙˙‰˙š˙˙ˆ˙˙–˙‹˙š˙ß˙ž˙‘˙†˙ß˙™˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙‘˙ž˙’˙š˙¨i%¨i%ˆš˙’˙†˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ěi%Ěi%dÉ˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙4j%4j%ü@j%@j%đŒ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙`j%`j%Đlj%lj%Äš˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙–˙Œ˙ß˙ž˙“˙Œ˙˙ß˙”˙–˙“˙“˙š˙›˙–˙¨j%¨j%ˆ˙ž˙‘˙˜˙š˙Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLGUI:LadderDetails RTS ł˙ž˙›˙›˙š˙˙ß˙ś˙‘˙™˙˙ LBLGUI:SystemMaps RTS °˙™˙™˙–˙œ˙–˙ž˙“˙ß˙˛˙ž˙˙Œ˙ LBL GUI:UserMaps RTSŞ˙‘˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙˛˙ž˙˙Œ˙ LBLGUI:WaitingToBeginConnection RTS¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ LBLGUI:NetgearDelay RTS Ź˙š˙‘˙›˙ß˙ť˙š˙“˙ž˙†˙ LBLGUI:WaitingForManglerResponse RTS/¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙š˙‡˙‹˙š˙˙‘˙ž˙“˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙Ż˙˙˙‰˙–˙›˙š˙˙ß˙˙š˙Œ˙˙˙‘˙Œ˙š˙ LBLGUI:WaitingForMangledPort RTS¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙˙˙‹˙ß˙‘˙Š˙’˙˙š˙˙ LBLGUI:WaitingForResponse RTS¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙˙˙˙š˙ß˙˙š˙Œ˙˙˙‘˙Œ˙š˙ LBLGUI:ConnectionDone RTSź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ LBLGUI:ConnectionFailed RTSź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙™˙ž˙–˙“˙š˙›˙ LBLGUI:UnknownConnectionState RTS!Ź˙‹˙ž˙‹˙Š˙Œ˙ß˙˙™˙ß˙ą˙ž˙Ť˙Đ˙š˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙–˙Œ˙ß˙Š˙‘˙”˙‘˙˙ˆ˙‘˙ LBL GUI:Logout RTS ˛˙ž˙ś˙ą˙ß˙˛˙ş˙ą˙Ş˙ LBLGUI:CancelMapSelect RTSź˙ž˙ą˙ź˙ş˙ł˙ LBLGUI:Deny RTS­˙š˙•˙š˙œ˙‹˙ LBL GUI:Victory RTSŠ˙–˙œ˙‹˙˙˙†˙ LBL GUI:Ignore RTSś˙¸˙ą˙°˙­˙ş˙ LBL GUI:Unignore RTSŞ˙‘˙–˙˜˙‘˙˙˙š˙ LBL GUI:Stats RTSŻ˙š˙˙Œ˙˙‘˙ž˙ LBLGUI:GetMapPack RTSť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙˛˙ž˙˙ß˙Ż˙ž˙œ˙”˙ LBL GUI:Defeat RTSť˙š˙™˙š˙ž˙‹˙ LBLGUI:YouAreVictorious RTSŚ˙˙Š˙ß˙ž˙˙š˙ß˙Š˙–˙œ˙‹˙˙˙–˙˙Š˙Œ˙Ţ˙ LBLGUI:YouHaveBeenDefeated RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ť˙š˙™˙š˙ž˙‹˙š˙›˙ LBLGUI:PlayerAlive RTSŻ˙“˙ž˙†˙–˙‘˙˜˙ LBLGUI:PlayerDead RTSť˙š˙™˙š˙ž˙‹˙š˙›˙ LBLGUI:PlayerObserver RTS °˙˙Œ˙š˙˙‰˙–˙‘˙˜˙ LBLGUI:PlayerObserverGone RTSž˙¨˙°˙ł˙ LBLGUI:PlayerGone RTSž˙¨˙°˙ł˙ LBLGUI:PlayerName RTS Ż˙“˙ž˙†˙š˙˙ß˙ą˙ž˙’˙š˙ LBLGUI:Info RTS Ż˙“˙ž˙†˙š˙˙ß˙ś˙‘˙™˙˙ LBL GUI:Players: RTSŻ˙“˙ž˙†˙š˙˙Œ˙Ĺ˙ LBLGUI:GameOptions: RTS ¸˙ž˙’˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙Ĺ˙ LBL GUI:GameName: RTS¸˙ž˙’˙š˙Ĺ˙ LBL GUI:MapName: RTS˛˙ž˙˙Ĺ˙ LBL GUI:SelectMap RTS Ź˙ş˙ł˙ş˙ź˙Ť˙ß˙˛˙ž˙Ż˙ LBLGUI:SelectAMap RTS Ź˙ş˙ł˙ş˙ź˙Ť˙ß˙˛˙ž˙Ż˙ LBLGUI:SelectAGame RTS Ź˙ş˙ł˙ş˙ź˙Ť˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:Start RTS Ż˙ł˙ž˙Ś˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:Host RTS ź˙­˙ş˙ž˙Ť˙ş˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:LocaleSelect RTSŹ˙ş˙ł˙ş˙ź˙Ť˙ß˙Ś˙°˙Ş˙­˙ß˙ł˙°˙ź˙ž˙ł˙ş˙ LBLGUI:Command&ConquerGenerals RTS)ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ LBLGUI:Command&Conquer RTSź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ LBL GUI:Generals RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ LBLGUI:GeneralsOnline RTS°˙ą˙ł˙ś˙ą˙ş˙ LBL GUI:SendDelay RTS Ź˙š˙‘˙›˙ß˙ť˙š˙“˙ž˙†˙ LBLGUI:FirewallRefresh RTS ­˙š˙™˙˙š˙Œ˙—˙ß˙ą˙ž˙Ť˙ LBLGUI:Exit RTS ş˙§˙ś˙Ť˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:X RTS§˙ LBL GUI:Campaign RTSź˙ž˙˛˙Ż˙ž˙ś˙¸˙ą˙ LBLGUI:WestwoodPacific RTS ş˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ LBLGUI:ClickToDisplayGameInfo RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙›˙–˙Œ˙˙“˙ž˙†˙ß˙˜˙ž˙’˙š˙ß˙–˙‘˙™˙˙ LBL GUI:GameInfo RTS ¸˙ž˙’˙š˙ß˙ś˙‘˙™˙˙ LBLGUI:OptionsDescription RTSť˙–˙Œ˙˙“˙ž˙†˙ß˙¸˙ž˙’˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙ť˙–˙ž˙“˙˙˜˙ LBL GUI:SFXVolume RTSŹ˙˙Š˙‘˙›˙ß˙š˙§˙ß˙Š˙˙“˙Š˙’˙š˙ LBL GUI:3DSound RTSĚ˙ť˙ß˙Ź˙˙Š˙‘˙›˙ LBLGUI:ScrollSpeed RTS Ź˙œ˙˙˙“˙“˙ß˙Ź˙˙š˙š˙›˙ LBLGUI:Resolution RTS ­˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ LBLGUI:Resolution0 RTSÎ˙Ď˙Í˙Ë˙‡˙Č˙É˙Ç˙ LBLGUI:Resolution1 RTSÇ˙Ď˙Ď˙‡˙É˙Ď˙Ď˙ LBLGUI:Resolution2 RTSÉ˙Ë˙Ď˙‡˙Ë˙Ç˙Ď˙ LBL GUI:Detail RTSť˙š˙‹˙ž˙–˙“˙ LBLGUI:??? RTSŔ˙Ŕ˙Ŕ˙ LBL GUI:Faction RTSž˙˙’˙†˙ LBLGUI:AntiAliasing0 RTS°˙™˙™˙ LBLGUI:AntiAliasing1 RTSł˙˙ˆ˙ LBLGUI:AntiAliasing2 RTSˇ˙–˙˜˙—˙ LBLGUI:IPAddresses RTSł˙ž˙ą˙ß˙ś˙Ż˙Ĺ˙ LBLGUI:MinPointPercent RTS˛˙–˙‘˙ß˙¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ LBLGUI:MaxPointPercent RTS˛˙ž˙‡˙ß˙¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ĺ˙ LBLGUI:NumPlayers RTSŻ˙“˙ž˙†˙š˙˙Œ˙Ĺ˙ LBLGUI:PlayersVersusPlayers RTSÚ˙›˙‰˙Ú˙›˙ LBLGUI:TimeInMilliseconds RTSÚ˙›˙ß˙’˙Œ˙ LBLGUI:MaxDisconnects RTS˛˙ž˙‡˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ĺ˙ LBL GUI:Confirm RTS ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙Ŕ˙ LBLGUI:NothingSelected RTSą˙˙‹˙—˙–˙‘˙˜˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ LBLGUI:SelectedAcrossScreen RTSŹ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙Œ˙œ˙˙š˙š˙‘˙ LBLGUI:SelectedAcrossMap RTSŹ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙’˙ž˙˙ LBLKEYBOARD:Shift+ RTSŹ˙—˙–˙™˙‹˙Ô˙ LBL KEYBOARD:Alt+ RTSž˙“˙‹˙Ô˙ LBLKEYBOARD:Ctrl+ RTSź˙‹˙˙“˙Ô˙ LBLTOOLTIP:ScienceCost RTSź˙˙Œ˙‹˙Ĺ˙ß˙Ú˙›˙ LBL TOOLTIP:Cost RTSź˙˙Œ˙‹˙Ĺ˙ß˙Ú˙›˙ LBLTOOLTIP:SupplyWarehouse RTS ő˙ß˙Ű˙Ú˙›˙ß˙˙š˙’˙ž˙–˙‘˙ LBLTOOLTIP:LobbyPlayers RTS#Ż˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙¸˙ž˙’˙š˙ß˙ł˙˙˙˙†˙ LBLTOOLTIP:StartWorldBuilder RTSŹ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙¨˙˙˙“˙›˙ß˙˝˙Š˙–˙“˙›˙š˙˙ß˙š˙›˙–˙‹˙˙˙ LBLTOOLTIP:GetUpdate RTSť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙˜˙ž˙’˙š˙ß˙Š˙˙›˙ž˙‹˙š˙ LBLTOOLTIP:GetMapPack RTSť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‘˙š˙ˆ˙ß˙’˙ž˙˙ß˙˙ž˙œ˙”˙ LBLTOOLTIP:Skirmish RTSş˙‘˙‹˙š˙˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙Œ˙š˙‹˙Š˙˙ß˙’˙š˙‘˙Š˙ LBLTOOLTIP:Online RTSfź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ß˙Ť˙š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙”˙–˙“˙“˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙™˙˙˙’˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙Ţ˙ LBLTOOLTIP:Network RTS`ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙ľ˙˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ł˙˙˙˙†˙Ń˙ß˙Ť˙š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙’˙š˙‹˙‹˙“˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ß˙˙‰˙š˙˙ß˙ž˙ß˙ł˙˙œ˙ž˙“˙ß˙ž˙˙š˙ž˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBLTOOLTIP:Options RTSWź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙’˙˙›˙–˙™˙†˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙˙˙‹˙–˙˙‘˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙ž˙›˙•˙Š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙‰˙–˙›˙š˙˙Ó˙ß˙ž˙Š˙›˙–˙˙ß˙ž˙‘˙›˙ß˙˜˙ž˙’˙š˙ß˙˙˙š˙™˙š˙˙š˙‘˙œ˙š˙Œ˙ LBL TOOLTIP:Exit RTS>ş˙‡˙–˙‹˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ LBLTOOLTIP:ExitGame RTS>ş˙‡˙–˙‹˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ LBLTOOLTIP:LoadGame RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙“˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:MapPreviewWindow RTS›˛˙ž˙˙ß˙˙˙š˙‰˙–˙š˙ˆ˙Œ˙ß˙œ˙ž˙‘˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙“˙š˙˜˙ß˙Š˙˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙‹˙˙ß˙œ˙˙’˙š˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙“˙˙˙”˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙Œ˙ß˙Ů˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙ž˙“˙Œ˙˙ß˙œ˙—˙˙˙Œ˙š˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙˙˙–˙‘˙‹˙ LBLTOOLTIP:SaveGame RTS#ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙ß˙–˙‘˙ß˙˙˙˙˜˙˙š˙Œ˙Œ˙ LBLTOOLTIP:AcceptButton RTSž˙œ˙œ˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙œ˙—˙˙–˙œ˙š˙ LBLTOOLTIP:CopyReplayToDesktop RTS)ź˙˙˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙­˙š˙˙“˙ž˙†˙ß˙™˙–˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙ť˙š˙Œ˙”˙‹˙˙˙ LBLTOOLTIP:ProviderType RTSŹ˙š˙“˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙ž˙Š˙›˙–˙˙ß˙Ż˙˙˙‰˙–˙›˙š˙˙ LBLTOOLTIP:SpeakerType RTS!Ź˙š˙“˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙Ź˙˙š˙ž˙”˙š˙˙ß˙ź˙˙‘˙™˙–˙˜˙Š˙˙ž˙‹˙–˙˙‘˙ LBLTOOLTIP:LANPlayer RTSÚ˙“˙Œ˙ż˙Ú˙“˙Œ˙ LBLTOOLTIP:Resolution RTSiŻ˙–˙œ˙”˙ß˙ž˙ß˙Œ˙œ˙˙š˙š˙‘˙ß˙˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙—˙š˙ß˙—˙–˙˜˙—˙š˙˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙Ó˙ß˙‹˙—˙š˙ß˙Œ˙“˙˙ˆ˙š˙˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙“˙–˙”˙š˙“˙†˙ß˙‹˙˙ß˙˙“˙ž˙†˙ LBLTOOLTIP:CommandCategory RTS#Ż˙–˙œ˙”˙ß˙ž˙ß˙œ˙ž˙‹˙š˙˜˙˙˙†˙ß˙˙™˙ß˙”˙š˙†˙˙˙ž˙˙›˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBLTOOLTIP:CommandDescription RTS(Ť˙—˙š˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBLTOOLTIP:StartPosition RTSŹ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙Ż˙˙Œ˙–˙‹˙–˙˙‘˙ LBLTOOLTIP:SelectMap RTS,Ź˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ LBL TOOLTIP:Vote RTS=ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙‰˙˙‹˙š˙ß˙˙“˙ž˙†˙š˙˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˜˙ž˙’˙š˙ß˙–˙‘˙ß˙˙˙›˙š˙˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ LBLTOOLTIP:NumberOfVotes RTSŠ˙˙‹˙š˙Œ˙ß˙œ˙ž˙Œ˙‹˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙˙“˙ž˙†˙š˙˙ LBLTOOLTIP:QuitMultiplayerGame RTSş˙‡˙–˙‹˙ß˙‹˙˙ß˙˜˙ž˙’˙š˙ß˙’˙š˙‘˙Š˙Œ˙ LBLTOOLTIP:RestartGame RTS"­˙š˙Œ˙‹˙ž˙˙‹˙ß˙˜˙ž˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙ž˙’˙š˙ß˙˙˙š˙™˙š˙˙š˙‘˙œ˙š˙Œ˙ LBL TOOLTIP:Help RTSŃ˙ LBLTOOLTIP:StartLocation RTSŹ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ LBLTOOLTIP:ReturnToGame RTS­˙ş˙Ť˙Ş˙­˙ą˙ß˙Ť˙°˙ß˙¸˙ž˙˛˙ş˙ LBLTOOLTIP:CommandList RTS+ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙œ˙ž˙‹˙š˙˜˙˙˙†˙ LBLTOOLTIP:CurrentHotkey RTS,ť˙–˙Œ˙˙“˙ž˙†˙Œ˙ß˙‹˙—˙š˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙ˇ˙˙‹˙”˙š˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBLTOOLTIP:AssignHotkey RTS"ş˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙ˇ˙˙‹˙”˙š˙†˙ß˙—˙š˙˙š˙ LBLTOOLTIP:AssignHotkeyCurrent RTS0Ť˙—˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙˙‹˙”˙š˙†˙ß˙–˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙ž˙Œ˙Œ˙–˙˜˙‘˙š˙›˙ß˙‹˙˙ LBLTOOLTIP:AssignButton RTS"ž˙Œ˙Œ˙–˙˜˙‘˙Œ˙ß˙†˙˙Š˙˙ß˙œ˙—˙˙Œ˙š˙‘˙ß˙ˇ˙˙‹˙”˙š˙†˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBLTOOLTIP:ResetAll RTS.­˙š˙Œ˙š˙‹˙Œ˙ß˙ž˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙”˙š˙†˙˙˙ž˙˙›˙ß˙ˇ˙˙‹˙”˙š˙†˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙ž˙Š˙“˙‹˙ LBLTOOLTIP:BackButton RTS­˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙’˙š˙‘˙Š˙ LBLTOOLTIP:ProviderSelect RTSxŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙Ě˙Ň˙ť˙ß˙ž˙Š˙›˙–˙˙ß˙Ż˙˙˙‰˙–˙›˙š˙˙Ń˙ß˙Ť˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙œ˙—˙˙Œ˙š˙‘˙ß˙†˙˙Š˙˙ß˙˙˙‹˙–˙’˙ž˙“˙ß˙Œ˙š˙‹˙ß˙Š˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙’˙ž˙‘˙Š˙ž˙“˙“˙†˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙˙˙š˙™˙š˙˙ LBLTOOLTIP:SpeakerSelect RTStŹ˙š˙“˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙˙š˙ž˙”˙š˙˙ß˙Œ˙š˙‹˙Š˙˙Ń˙ß˙Ť˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙œ˙—˙˙Œ˙š˙‘˙ß˙†˙˙Š˙˙ß˙˙˙‹˙–˙’˙ž˙“˙ß˙Œ˙š˙‹˙ß˙Š˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙’˙ž˙‘˙Š˙ž˙“˙“˙†˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙˙˙š˙™˙š˙˙ LBLTOOLTIP:DontUseAccount RTSƒł˙˙˜˙ß˙–˙‘˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙ž˙œ˙œ˙š˙Œ˙Œ˙ß˙†˙˙Š˙˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙Ż˙š˙˙Œ˙˙‘˙ž˙ß˙˙˙ß˙ź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙˙˙ LBLTOOLTIP:CommunicatorButton RTSź˙˙‘˙‹˙ž˙œ˙‹˙ß˙†˙˙Š˙˙ß˙˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:NameButton RTSŹ˙˙˙‹˙ß˙˙†˙ß˙˜˙ž˙’˙š˙ß˙‘˙ž˙’˙š˙ LBLTOOLTIP:PingButton RTS Ź˙˙˙‹˙ß˙˙†˙ß˙Ż˙–˙‘˙˜˙ LBLTOOLTIP:UseAccount RTS"ľ˙˙–˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBL TOOLTIP:Login RTS"ľ˙˙–˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLTOOLTIP:CreateAccount RTS2ź˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBL TOOLTIP:TOS RTS Š˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ß˙ž˙˜˙˙š˙š˙’˙š˙‘˙‹˙ LBLTOOLTIP:RememberInfo RTSF­˙š˙’˙š˙’˙˙š˙˙ß˙“˙˙˜˙–˙‘˙ß˙–˙‘˙™˙˙Ń˙ß˙ą˙˙‹˙ß˙˙š˙œ˙˙’˙’˙š˙‘˙›˙š˙›˙ß˙™˙˙˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙Š˙Œ˙š˙˙Œ˙ LBL TOOLTIP:Back RTS­˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙Œ˙œ˙˙š˙š˙‘˙ LBLTOOLTIP:BattleHonors RTSoŤ˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙ß˙ž˙ß˙˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙š˙œ˙š˙–˙‰˙š˙›˙ß˙ő˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙‘˙ß˙˙†˙ß˙ž˙œ˙—˙–˙š˙‰˙–˙‘˙˜˙ß˙œ˙š˙˙‹˙ž˙–˙‘˙ß˙˜˙˙ž˙“˙Œ˙ß˙–˙‘˙ß˙Œ˙˙“˙˙ß˙˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙ LBLTOOLTIP:BattleHonorStreak3 RTSzŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Ě˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLTOOLTIP:BattleHonorStreak10 RTS{Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLTOOLTIP:BattleHonorLoyaltyUSA RTSCŞ˙Ź˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙“˙ž˙†˙š˙›˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ LBLTOOLTIP:BattleHonorLoyaltyChina RTSCź˙—˙–˙‘˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙“˙ž˙†˙š˙›˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙ź˙—˙–˙‘˙ž˙ LBLTOOLTIP:BattleHonorLoyaltyGLA RTSC¸˙ł˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙“˙ž˙†˙š˙›˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBLTOOLTIP:BattleHonorBattleTank RTSS˝˙ž˙‹˙‹˙“˙š˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙Ę˙Ď˙Ô˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙˙“˙˙ß˙˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:BattleHonorAirWing RTSSž˙–˙˙ß˙¨˙–˙‘˙˜˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙Í˙Ď˙Ô˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙˙“˙˙ß˙˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:BattleHonorEndurance RTSHş˙‘˙›˙Š˙˙ž˙‘˙œ˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙’˙ž˙˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙ž˙ß˙˝˙˙˙‘˙…˙š˙Ó˙ß˙Ź˙–˙“˙‰˙š˙˙Ó˙ß˙˙˙ß˙¸˙˙“˙›˙ß˙’˙š˙›˙ž˙“˙ LBLTOOLTIP:BattleHonorCampaignUSA RTS…Ş˙Ź˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL TOOLTIP:BattleHonorCampaignChina RTS‰ź˙—˙–˙‘˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBLTOOLTIP:BattleHonorCampaignGLA RTS…¸˙ł˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBLTOOLTIP:BattleHonorChallenge RTS>ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙ž˙ß˙ˇ˙ž˙˙›˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ LBLTOOLTIP:ProgressToNextRank RTS(Ż˙˙˙˜˙˙š˙Œ˙Œ˙ß˙Š˙‘˙‹˙–˙“˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙œ˙—˙š˙–˙‰˙š˙›˙ LBLTOOLTIP:SetLocale RTS$ź˙—˙ž˙‘˙˜˙š˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙ł˙˙œ˙ž˙“˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙–˙˙‘˙ LBLTOOLTIP:DeleteAccount RTSť˙š˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLTOOLTIP:AsianText RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙‹˙˙˜˙˜˙“˙š˙ß˙ž˙Œ˙–˙ž˙‘˙ß˙œ˙—˙ž˙‹˙Ó˙ß˙š˙‹˙œ˙ LBLTOOLTIP:NonAsianText RTS#ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙‹˙˙˜˙˜˙“˙š˙ß˙ą˙˙‘˙ß˙ž˙Œ˙–˙ž˙‘˙ß˙œ˙—˙ž˙‹˙Ó˙ß˙š˙‹˙œ˙ LBLGUI:AreYouSureDeleteAccount RTSWž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙˙’˙ž˙‘˙š˙‘˙‹˙“˙†˙ß˙›˙š˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙Œ˙ž˙‰˙š˙›˙ß˙Œ˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙Ŕ˙ LBLGUI:NonAsianText RTSą˙˙‘˙Ň˙ž˙Œ˙–˙ž˙‘˙ß˙Ť˙š˙‡˙‹˙ LBL GUI:AsianText RTS ž˙Œ˙–˙ž˙‘˙ß˙Ť˙š˙‡˙‹˙ LBLGUI:DeleteAccount RTSť˙ş˙ł˙ş˙Ť˙ş˙ß˙ž˙ź˙ź˙°˙Ş˙ą˙Ť˙ LBL GUI:SetLocale RTS Ź˙ş˙Ť˙ß˙ł˙°˙ź˙ž˙ł˙ş˙ LBL GUI:WinLoss RTS¨˙–˙‘˙Đ˙ł˙˙Œ˙Œ˙ LBL GUI:FavSide RTS š˙ž˙‰˙˙˙–˙‹˙š˙ß˙ž˙˙’˙†˙ LBL GUI:Discons RTS ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLGUI:BattleHonors RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙ LBLGUI:TotalBuddys RTS Ť˙˙‹˙ž˙“˙ß˙˝˙Š˙›˙›˙†˙Œ˙ LBLGUI:PlayerStatistics RTS Ú˙—˙Œ˙Ó˙ß˙™˙˙˙’˙ß˙Ú˙“˙Œ˙ LBLGUI:TotalBuilt RTS Ť˙˙‹˙ž˙“˙ß˙˝˙Š˙–˙“˙‹˙ LBLGUI:TotalDeaths RTS Ť˙˙‹˙ž˙“˙ß˙ť˙š˙ž˙‹˙—˙Œ˙ LBLGUI:TotalKills RTS Ť˙˙‹˙ž˙“˙ß˙´˙–˙“˙“˙Œ˙ LBLGUI:FavoriteUnit RTS š˙ž˙‰˙˙˙–˙‹˙š˙ß˙Ş˙‘˙–˙‹˙ LBLGUI:FavoriteSide RTS š˙ž˙‰˙˙˙–˙‹˙š˙ß˙ž˙˙’˙†˙ LBL GUI:Loses RTSł˙˙Œ˙Œ˙š˙Œ˙ LBLGUI:Wins RTS¨˙–˙‘˙Œ˙ LBLGUI:TotalDesyncs RTSť˙š˙Œ˙†˙‘˙œ˙Œ˙ LBLGUI:TotalDisconnects RTS ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLGUI:GamesPlayed RTS ¸˙ž˙’˙š˙Œ˙ß˙Ż˙“˙ž˙†˙š˙›˙ LBLGUI:TOS RTS Ź˙ş˙­˙Š˙ś˙ź˙ş˙ß˙Ť˙ş˙­˙˛˙Ź˙ LBLGUI:RememberInfo RTS­˙š˙’˙š˙’˙˙š˙˙ß˙’˙†˙ß˙ś˙‘˙™˙˙ LBLGUI:HostWantsToStart RTS0Ť˙—˙š˙ß˙ˇ˙˙Œ˙‹˙ß˙ˆ˙ž˙‘˙‹˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙Ń˙ß˙Ż˙˙š˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙˙Š˙‹˙‹˙˙‘˙ LBLGUI:PlayerNoMap RTSÚ˙“˙Œ˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙Ú˙“˙Œ˙ LBLGUI:LocalPlayerNoMap RTSŚ˙˙Š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙Ú˙“˙Œ˙ LBLGUI:NeedMorePlayers RTS)Ś˙˙Š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙˙“˙ž˙†˙š˙˙×˙Œ˙Ö˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLGUI:NotifiedStartIntent RTSDŤ˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙‘˙˙‹˙–˙™˙–˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBL GUI:HostLeft RTS?Ť˙—˙š˙ß˙—˙˙Œ˙‹˙ß˙“˙š˙™˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙˙Š˙‹˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ LBLGUI:HostLeftTitle RTS ˇ˙°˙Ź˙Ť˙ß˙ˇ˙ž˙Ź˙ß˙ł˙ş˙š˙Ť˙ LBLGUI:WidenSearch RTS ¨˙ś˙ť˙ş˙ą˙ß˙Ź˙ş˙ž˙­˙ź˙ˇ˙ LBL GUI:QMAborted RTS˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ß˙ž˙˙˙˙‹˙š˙›˙ LBLGUI:DrawScrollAnchor RTSť˙˙ž˙ˆ˙ß˙Œ˙œ˙˙˙“˙“˙ß˙ž˙‘˙œ˙—˙˙˙ LBLGUI:MoveScrollAnchor RTS˛˙˙‰˙š˙ß˙Œ˙œ˙˙˙“˙“˙ß˙ž˙‘˙œ˙—˙˙˙ LBLGUI:GroupRoom1 RTSÎ˙ß˙‰˙Œ˙ß˙Î˙ LBLGUI:GroupRoom2 RTSÍ˙ß˙‰˙Œ˙ß˙Í˙ LBLGUI:GroupRoom3 RTSĚ˙ß˙‰˙Œ˙ß˙Ě˙ LBL GUI:Email RTSş˙’˙ž˙–˙“˙ LBL GUI:NoLadder RTS ą˙˙ß˙ł˙ž˙›˙›˙š˙˙ LBLGUI:ChooseLadder RTSź˙ˇ˙°˙°˙Ź˙ş˙ß˙ž˙ß˙ł˙ž˙ť˙ť˙ş˙­˙ LBLGUI:UnknownLadder RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ß˙ł˙ž˙›˙›˙š˙˙ LBL GUI:WOLLogin RTS¸˙ş˙ą˙ş˙­˙ž˙ł˙Ź˙ß˙°˙ą˙ł˙ś˙ą˙ş˙ß˙ł˙°˙¸˙ß˙ś˙ą˙ LBLGUI:PleaseEnterWOLInfo RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙–˙‘˙™˙˙ LBL GUI:Username RTSą˙–˙œ˙”˙‘˙ž˙’˙š˙ LBL GUI:Server RTSŹ˙š˙˙‰˙š˙˙ LBLGUI:RememberPassword RTS­˙š˙’˙š˙’˙˙š˙˙ß˙˛˙†˙ß˙Ż˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLGUI:CreateAccount RTSź˙­˙ş˙ž˙Ť˙ş˙ß˙ž˙ź˙ź˙°˙Ş˙ą˙Ť˙ LBL GUI:TryAgain RTS Ť˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙ LBLGUI:NetworkOptions RTSą˙ş˙Ť˙¨˙°˙­˙´˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:GammaAdjustment RTS ˝˙˙–˙˜˙—˙‹˙‘˙š˙Œ˙Œ˙ LBLGUI:HelpDescription RTSť˙–˙Œ˙˙“˙ž˙†˙ß˙—˙š˙“˙˙ß˙›˙–˙ž˙“˙˙˜˙ LBLGUI:ReturnToGame RTS­˙ş˙Ť˙Ş˙­˙ą˙ß˙Ť˙°˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:NewGame RTSą˙š˙ˆ˙ß˙¸˙ž˙’˙š˙ LBLGUI:RestartGame RTS ­˙ş˙Ź˙Ť˙ž˙­˙Ť˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:MatchingProgress RTSŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙Ż˙˙˙˜˙˙š˙Œ˙Œ˙ LBLGUI:Player'sName RTS°˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙ą˙ž˙’˙š˙ LBLGUI:AllTimeWins RTS ž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙¨˙–˙‘˙Œ˙ LBLGUI:AllTimeLosses RTSž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙ł˙˙Œ˙Œ˙š˙Œ˙ LBLGUI:AllTimePoints RTSž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙­˙ž˙‘˙”˙ß˙Ż˙˙–˙‘˙‹˙Œ˙ LBLGUI:AllTimeDisconnects RTSž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLGUI:HighestRank RTSž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙ˇ˙–˙˜˙—˙š˙Œ˙‹˙ß˙­˙ž˙‘˙”˙ LBL GUI:Honor RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙ LBLGUI:LastUpdated RTSŻ˙“˙ž˙†˙š˙˙ß˙Ż˙˙˙™˙–˙“˙š˙ß˙ł˙ž˙Œ˙‹˙ß˙Ş˙˙›˙ž˙‹˙š˙›˙ LBLGUI:WOLIconKey RTSś˙œ˙˙‘˙ß˙´˙š˙†˙ LBL GUI:MyInfo RTS ˛˙Ś˙ß˙Ż˙ş˙­˙Ź˙°˙ą˙ž˙ LBL GUI:Buddies RTS ź˙°˙˛˙˛˙Ş˙ą˙ś˙ź˙ž˙Ť˙°˙­˙ LBL GUI:Community RTSť˙ž˙–˙“˙†˙ß˙ž˙˙’˙†˙ß˙¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ž˙˜˙š˙Œ˙ LBL GUI:SortAlpha RTSą˙ž˙’˙š˙ LBL GUI:SortPing RTS ź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLGUI:SortBuddies RTS˝˙Š˙›˙›˙–˙š˙Œ˙ LBL GUI:GSRank0 RTSŻ˙˙–˙‰˙ž˙‹˙š˙ LBL GUI:GSRank1 RTSź˙˙˙˙˙˙ž˙“˙ LBL GUI:GSRank2 RTSŹ˙š˙˙˜˙š˙ž˙‘˙‹˙ LBL GUI:GSRank3 RTS ł˙–˙š˙Š˙‹˙š˙‘˙ž˙‘˙‹˙ LBL GUI:GSRank4 RTSź˙ž˙˙‹˙ž˙–˙‘˙ LBL GUI:GSRank5 RTS˛˙ž˙•˙˙˙ LBL GUI:GSRank6 RTSź˙˙“˙˙‘˙š˙“˙ LBL GUI:GSRank7 RTS˝˙˙–˙˜˙ž˙›˙–˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL GUI:GSRank8 RTS¸˙š˙‘˙š˙˙ž˙“˙ LBL GUI:GSRank9 RTSź˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙–˙‘˙ß˙ź˙—˙–˙š˙™˙ LBLGUI:GSErrorTitle RTS ą˙˙‹˙–˙™˙–˙œ˙ž˙‹˙–˙˙‘˙ LBLGUI:GSDisconnected RTS/Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‹˙ß˙Œ˙š˙˙‰˙š˙˙ LBLGUI:GSDisconReason1 RTS;Ť˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙˙š˙š˙‘˙ß˙‹˙ž˙”˙š˙‘˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙˙˙Œ˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ LBLGUI:GSDisconReason2 RTS/Ť˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙–˙Œ˙ß˙–˙‘˙‰˙ž˙“˙–˙›˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙˙˙Œ˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ LBLGUI:GSDisconReason3 RTS0ł˙˙Œ˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙‹˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLGUI:GSDisconReason4 RTS2ź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙‹˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLGUI:GSDisconReason5 RTSBł˙˙˜˙–˙‘˙ß˙˙˙˙œ˙š˙Œ˙Œ˙ß˙—˙ž˙Œ˙ß˙‹˙–˙’˙š˙›˙ß˙˙Š˙‹˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙š˙œ˙”˙ß˙†˙˙Š˙˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLGUI:GSDisconReason6 RTScŤ˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙Đ˙š˙’˙ž˙–˙“˙ß˙œ˙˙’˙˙˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙š˙‡˙–˙Œ˙‹˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙‘˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSDisconReason7 RTSŤ˙—˙ž˙‹˙ß˙š˙’˙ž˙–˙“˙ß˙–˙Œ˙ß˙–˙‘˙‰˙ž˙“˙–˙›˙ LBLGUI:GSDisconReason8 RTS,Ť˙—˙ž˙‹˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙–˙Œ˙ß˙–˙‘˙œ˙˙˙˙š˙œ˙‹˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙‹˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙ LBLGUI:GSDisconReason9 RTS ˝˙ž˙›˙ß˙˙˙˙™˙–˙“˙š˙ LBLGUI:GSDisconReason10 RTSŻ˙˙˙™˙–˙“˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙“˙š˙‹˙š˙›˙ LBLGUI:GSDisconReason11 RTS#˝˙Š˙›˙›˙†˙ß˙Œ˙š˙˙‰˙š˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙˙š˙™˙Š˙Œ˙š˙›˙ LBLGUI:GSDisconReason12 RTS!˝˙Š˙›˙›˙†˙ß˙Œ˙š˙˙‰˙š˙˙ß˙ž˙Š˙‹˙—˙˙˙–˙…˙ž˙‹˙–˙˙‘˙ß˙™˙ž˙–˙“˙š˙›˙ LBLGUI:GSDisconReason13 RTS,Ź˙š˙˙–˙ž˙“˙ß˙‘˙Š˙’˙˙š˙˙ß˙–˙Œ˙ß˙–˙‘˙‰˙ž˙“˙–˙›˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙‹˙˙†˙ß˙ž˙‘˙˙‹˙—˙š˙˙ LBLGUI:GSDisconReason14 RTS(­˙š˙˜˙–˙Œ˙‹˙˙†˙ß˙–˙Œ˙ß˙œ˙˙˙˙Š˙˙‹˙ß˙ž˙‘˙›˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙“˙‹˙š˙˙š˙›˙ LBLGUI:GSDisconReason15 RTSŹ˙š˙˙–˙ž˙“˙ß˙‘˙Š˙’˙˙š˙˙ß˙–˙Œ˙ß˙˙ž˙‘˙‘˙š˙›˙ LBLGUI:GSGroupRoomJoinFail RTSš˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙œ˙—˙ž˙‹˙ß˙˙˙˙’˙ LBLGUI:JoinFailedRoomFull RTS!š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‹˙—˙š˙ß˙˙˙˙’˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLGUI:JoinFailedInviteOnly RTS,š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‹˙—˙š˙ß˙˙˙˙’˙ß˙–˙Œ˙ß˙–˙‘˙‰˙–˙‹˙ž˙‹˙–˙˙‘˙ß˙˙‘˙“˙†˙ LBLGUI:JoinFailedBannedFromRoom RTS3š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙˙˙’˙ LBLGUI:JoinFailedBadPassword RTS#š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙–˙‘˙œ˙˙˙˙š˙œ˙‹˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLGUI:JoinFailedAlreadyInRoom RTS*š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙–˙‘˙ß˙ž˙ß˙˙˙˙’˙ LBLGUI:JoinFailedNoConnection RTS-š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‘˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙‹˙˙ß˙œ˙—˙ž˙‹˙ß˙Œ˙š˙˙‰˙š˙˙ LBLGUI:JoinFailedCRCMismatch RTS0š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙ž˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ß˙‰˙š˙˙Œ˙–˙˙‘˙ LBLGUI:JoinFailedUnknownLadder RTS4š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙‘˙ß˙Š˙‘˙”˙‘˙˙ˆ˙‘˙ß˙“˙ž˙›˙›˙š˙˙ LBLGUI:JoinFailedDefault RTSš˙ž˙ś˙ł˙ş˙ť˙ß˙Ť˙°˙ß˙ľ˙°˙ś˙ą˙ß˙­˙°˙°˙˛˙ LBL GUI:GSKicked RTSŚ˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙”˙–˙œ˙”˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙˙˙’˙ LBLGUI:NATNegotiationFailed RTS$Ş˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙‹˙˙ß˙˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙×˙Œ˙Ö˙ LBLGUI:GPErrorTitle RTS ˝˙Ş˙ť˙ť˙Ś˙ß˙ş˙­˙­˙°˙­˙ LBLGUI:GPDisconnected RTSNŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙Š˙›˙›˙†˙ß˙Œ˙š˙˙‰˙š˙˙Ń˙ß˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙˙š˙œ˙˙‘˙‘˙š˙œ˙‹˙Ŕ˙ LBLGUI:GPNoProfile RTSEŚ˙˙Š˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙“˙˙˜˙ß˙–˙‘˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙Ż˙˙˙™˙–˙“˙š˙Ń˙ß˙ą˙˙ß˙˝˙Š˙›˙›˙†˙ß˙–˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ LBLGUI:PSErrorTitle RTSŻ˙ş˙­˙Ź˙ś˙Ź˙Ť˙ş˙ą˙Ť˙ß˙Ź˙Ť˙°˙­˙ž˙¸˙ş˙ß˙ş˙­˙­˙°˙­˙ LBLGUI:PSCannotConnect RTS2ź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙š˙˙Œ˙–˙Œ˙‹˙š˙‘˙‹˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙Œ˙š˙˙‰˙š˙˙ LBL Buddy:Offline RTS°˙™˙™˙“˙–˙‘˙š˙ LBL Buddy:Online RTS°˙‘˙“˙–˙‘˙š˙ LBLBuddy:Chatting RTSź˙—˙ž˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBL Buddy:Staging RTSŹ˙‹˙ž˙˜˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBL Buddy:Loading RTSł˙˙ž˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBL Buddy:Playing RTSŻ˙“˙ž˙†˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBLBuddy:Matching RTS Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ LBLBuddy:OnlineNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙‘˙“˙–˙‘˙š˙ LBLBuddy:OfflineNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙™˙™˙“˙–˙‘˙š˙ LBLBuddy:AddNotification RTSž˙›˙›˙ß˙˝˙Š˙›˙›˙†˙ß˙˙š˙Ž˙Š˙š˙Œ˙‹˙ß˙™˙˙˙’˙ß˙Ú˙—˙Œ˙ LBLBuddy:MessageNotification RTSÚ˙—˙Œ˙ß˙Œ˙ž˙†˙Œ˙Ĺ˙ß˙ő˙ß˙Ř˙Ú˙Œ˙Ń˙Ń˙Ń˙Ř˙ LBL GUI:Com/Tac RTSź˙˙’˙Đ˙Ť˙ž˙œ˙ LBLGUI:MoneySymbol RTSŰ˙ LBLGUI:$$$ RTSŰ˙Ű˙Ű˙ LBLGUI:OverchargeExhausted RTS°˙‰˙š˙˙œ˙—˙ž˙˙˜˙š˙ß˙š˙‡˙—˙ž˙Š˙Œ˙‹˙š˙›˙ LBLGUI:NotEnoughMoneyToBuild RTS)Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙’˙˙‘˙š˙†˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ LBLGUI:NotEnoughMoneyToUpgrade RTS+Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙’˙˙‘˙š˙†˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ LBL GUI:Level RTSł˙š˙‰˙š˙“˙ LBLGUI:Tac RTSŤ˙ž˙œ˙ LBL GUI:Strat RTSŹ˙‹˙˙ž˙‹˙ LBL GUI:Struct RTSŹ˙‹˙˙Š˙œ˙‹˙ LBL GUI:Waypt RTS¨˙ž˙†˙˙‹˙ LBL GUI:WOLStatus RTS$ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙ LBLGUI:AIDifficulty RTSź˙˙’˙˙Š˙‹˙š˙˙ß˙ť˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ LBL GUI:EasyAI RTS ş˙ž˙Œ˙†˙ß˙ž˙˙’˙†˙ LBL GUI:MediumAI RTS ˛˙š˙›˙–˙Š˙’˙ß˙ž˙˙’˙†˙ LBL GUI:HardAI RTS ˇ˙ž˙˙›˙ß˙ž˙˙’˙†˙ LBLGUI:Hide RTS˝˙ž˙ź˙´˙ LBL GUI:Pause RTSŻ˙ž˙Š˙Œ˙š˙ LBL GUI:NextFrame RTS ą˙š˙‡˙‹˙ß˙š˙˙ž˙’˙š˙ LBLGUI:ReplayMenu RTSł˙°˙ž˙ť˙ LBLGUI:AntiAliasing RTS ž˙‘˙‹˙–˙Ň˙ž˙“˙–˙ž˙Œ˙–˙‘˙˜˙ LBLGUI:ScreenCapture RTSŹ˙œ˙˙š˙š˙‘˙ß˙ź˙ž˙˙‹˙Š˙˙š˙›˙ß˙‹˙˙ß˙Ř˙Ú˙Œ˙Ř˙ LBLGUI:ScreenshotCapture RTSŹ˙œ˙˙š˙š˙‘˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ LBL GUI:ScreenshotCaptureDescription RTS"Ť˙ž˙”˙š˙ß˙ž˙ß˙Œ˙‘˙ž˙˙Œ˙—˙˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙Œ˙œ˙˙š˙š˙‘˙ LBLGUI:Null RTSŃ˙ LBLGUI:CRCMismatch RTSo¸˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙ž˙ß˙’˙–˙Œ˙’˙ž˙‹˙œ˙—˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙’˙š˙ž˙‘˙Œ˙ß˙‹˙—˙š˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙“˙˙Œ˙‹˙ß˙Œ˙†˙‘˙œ˙—˙˙˙‘˙–˙…˙ž˙‹˙–˙˙‘˙ß˙›˙ž˙‹˙ž˙ß˙˙š˙‹˙ˆ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLGUI:CurrentHotkey RTSź˙Š˙˙˙š˙‘˙‹˙ß˙ˇ˙˙‹˙”˙š˙†˙ LBLGUI:AssignNewHotkey RTSž˙Œ˙Œ˙–˙˜˙‘˙ß˙ą˙š˙ˆ˙ß˙ˇ˙˙‹˙”˙š˙†˙ LBLGUI:CurrentlyAssignedTo RTSź˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙ž˙Œ˙Œ˙–˙˜˙‘˙š˙›˙ß˙Ť˙˙ LBL GUI:Reset RTS­˙š˙Œ˙š˙‹˙ LBLQM:JOININGQMCHANNEL RTSľ˙˙–˙‘˙–˙‘˙˜˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙Ń˙Ń˙Ń˙ LBL QM:WORKING RTS5Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙Ń˙Ń˙Ń˙ LBL QM:POOLSIZE RTS5Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙Ń˙Ń˙Ń˙ LBLQM:LOOKINGFORBOT RTS;ł˙˙˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˛˙ž˙‹˙œ˙—˙˛˙ž˙”˙š˙˙Ń˙Ń˙Ń˙ LBL QM:SENTINFO RTS¸˙ž˙’˙š˙ß˙–˙‘˙™˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙š˙‘˙‹˙Ń˙Ń˙Ń˙ LBLQM:WIDENINGSEARCH RTS<¨˙–˙›˙š˙‘˙–˙‘˙˜˙ß˙Œ˙š˙ž˙˙œ˙—˙ß˙™˙˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙œ˙“˙˙Œ˙š˙Œ˙‹˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙˙š˙™˙š˙˙š˙‘˙œ˙š˙Œ˙Ń˙Ń˙Ń˙ LBL QM:MATCHED RTS$ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙Ó˙ß˙ž˙ß˙’˙ž˙‹˙œ˙—˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙™˙˙Š˙‘˙›˙Ń˙Ń˙Ń˙ LBL QM:INCHANNEL RTS ś˙‘˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙Ń˙Ń˙Ń˙ LBLQM:NEGOTIATINGFIREWALLS RTSą˙š˙˜˙˙‹˙–˙ž˙‹˙–˙‘˙˜˙ß˙™˙–˙˙š˙ˆ˙ž˙“˙“˙Œ˙Ń˙Ń˙Ń˙ LBLQM:STARTINGGAME RTSŹ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙Ń˙Ń˙Ń˙ LBLQM:COULDNOTFINDBOT RTSź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙™˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙˛˙ž˙‹˙œ˙—˙˛˙ž˙”˙š˙˙ LBLQM:COULDNOTFINDCHANNEL RTS!ź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙™˙–˙‘˙›˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLQM:COULDNOTNEGOTIATEFIREWALLS RTSź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙‘˙š˙˜˙˙‹˙–˙ž˙‹˙š˙ß˙™˙–˙˙š˙ˆ˙ž˙“˙“˙Œ˙ LBL QM:STOPPED RTSŽ˙Š˙–˙œ˙”˙’˙ž˙‹˙œ˙—˙ß˙ž˙˙˙˙‹˙š˙›˙ LBLQM:WaitingForPlayerToJoin RTS¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙‹˙˙ß˙•˙˙–˙‘˙ LBLQM:FindingGameChannel RTSš˙–˙‘˙›˙–˙‘˙˜˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙˜˙ž˙’˙š˙ LBLQM:JoinedGameChannel RTSľ˙˙–˙‘˙š˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙˜˙ž˙’˙š˙ LBLQM:PlayerJoined RTS°˙˙˙˙‘˙š˙‘˙‹˙ß˙•˙˙–˙‘˙š˙›˙ LBLQM:LookingForMatchChannel RTSł˙˙˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLQM:NoMatchChannel RTS!ą˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙™˙˙Š˙‘˙›˙ LBLQM:JoinedMatchChannel RTSŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙•˙˙–˙‘˙š˙›˙ LBLQM:NoMatchingBot RTS˛˙ž˙‹˙œ˙—˙˛˙ž˙”˙š˙˙ß˙‘˙˙‹˙ß˙™˙˙Š˙‘˙›˙ LBLQM:GameNotFound RTS8Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙˜˙ž˙’˙š˙ß˙‘˙˙‹˙ß˙™˙˙Š˙‘˙›˙ LBLQM:TimeoutOtherPlayer RTS:Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙‹˙–˙’˙š˙›˙ß˙˙Š˙‹˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLVersion:Format4 RTSÚ˙›˙Ń˙Ú˙Ď˙Í˙›˙Ń˙Ú˙›˙ß˙˝˙Š˙–˙“˙›˙ß˙Ú˙›˙ß˙Ú˙œ˙Ú˙œ˙ LBLVersion:Format3 RTSŠ˙š˙˙Œ˙–˙˙‘˙ß˙Ú˙›˙Ń˙Ú˙Ď˙Í˙›˙Ń˙Ú˙›˙ LBLVersion:Format2 RTSŠ˙š˙˙Œ˙–˙˙‘˙ß˙Ú˙›˙Ń˙Ú˙Ď˙Í˙›˙ LBLVersion:BuildTime RTSÚ˙“˙Œ˙ß˙Ú˙“˙Œ˙ LBLVersion:BuildMachine RTS˝˙Š˙–˙“˙›˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙Ĺ˙ß˙Ú˙“˙Œ˙ LBLVersion:BuildUser RTS˝˙†˙ß˙Ú˙“˙Œ˙ LBLGUI:SuperweaponDaisyCutter RTS š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLGUI:SuperweaponParadropAmerica RTSŻ˙ž˙˙ž˙›˙˙˙˙ LBLGUI:SuperweaponClusterMines RTS ź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙‘˙š˙Œ˙ LBLGUI:SuperweaponEMPPulse RTS ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ LBL*GUI:SuperweaponA10ThunderboltMissileStrike RTSž˙Î˙Ď˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙‹˙˙–˙”˙š˙ LBLGUI:SuperweaponCrateDrop RTS ź˙˙ž˙‹˙š˙ß˙ť˙˙˙˙ LBLGUI:SuperweaponCarpetBomb RTS ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙ LBLGUI:SuperweaponNapalmStrike RTS ą˙ž˙˙ž˙“˙’˙ß˙Ź˙‹˙˙–˙”˙š˙ LBLGUI:SuperweaponCashHack RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ LBLGUI:SuperweaponNeutronMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLGUI:SuperweaponScudStorm RTS Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBLGUI:SuperweaponTerrorCell RTS Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ LBLGUI:SuperweaponRebelAmbush RTSž˙’˙˙Š˙Œ˙—˙ LBLGUI:SuperweaponBlackMarketNuke RTS˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ß˙ą˙Š˙”˙š˙ LBLGUI:SuperweaponAnthraxBomb RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ LBLGUI:SuperweaponDemoralize RTS ť˙š˙’˙˙˙ž˙“˙–˙…˙š˙ LBL GUI:SpecialAbilityGuidedMissiles RTSł˙ž˙Œ˙š˙˙ß˙¸˙Š˙–˙›˙š˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL!GUI:SpecialAbilityDetonateCharges RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ź˙—˙ž˙˙˜˙š˙Œ˙ LBL#GUI:SuperweaponParticleUplinkCannon RTSŻ˙ž˙˙‹˙–˙œ˙“˙š˙ß˙Ş˙˙“˙–˙‘˙”˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLGUI:PatchAvailable RTSŞ˙Ż˙ť˙ž˙Ť˙ş˙ß˙ž˙Š˙ž˙ś˙ł˙ž˙˝˙ł˙ş˙ LBLGUI:MustPatchForOnline RTSBŚ˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ş˙˙›˙ž˙‹˙š˙ß˙‹˙˙ß˙˙“˙ž˙†˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLGUI:CanPatchForOnline RTS&¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ş˙˙›˙ž˙‹˙š˙Ŕ˙ LBLGUI:CheckingForPatches RTSź˙—˙š˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙Ş˙˙›˙ž˙‹˙š˙Œ˙ LBLGUI:DownloadErrorTitle RTSť˙°˙¨˙ą˙ł˙°˙ž˙ť˙ß˙ş˙­˙­˙°˙­˙ LBLGUI:DownloadSuccessTitle RTSť˙°˙¨˙ą˙ł˙°˙ž˙ť˙ß˙Ź˙Ş˙ź˙ź˙ş˙Ź˙Ź˙ LBLGUI:DownloadSuccess RTS!ť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙š˙˙˙˙˙Œ˙ LBLGUI:DownloadSuccessMustQuit RTSJź˙“˙–˙œ˙”˙ß˙°˙´˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙ž˙‘˙›˙ß˙ž˙˙˙“˙†˙ß˙‹˙—˙š˙ß˙Ş˙˙›˙ž˙‹˙š˙ LBLGUI:DownloadBytesRatio RTS Ú˙›˙ß˙Đ˙ß˙Ú˙›˙ß˙˙†˙‹˙š˙Œ˙ LBLGUI:DownloadTimeLeft RTSÚ˙›˙Ĺ˙Ú˙Ď˙Í˙›˙Ĺ˙Ú˙Ď˙Í˙›˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBLGUI:DownloadUnknownTime RTSŔ˙Ŕ˙Ŕ˙ LBLFTP:StatusIdle RTSś˙›˙“˙š˙ LBLFTP:UnknownError RTS Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙ş˙˙˙˙˙ LBLFTP:NoSuchServer RTSą˙˙ß˙Ź˙Š˙œ˙—˙ß˙Ź˙š˙˙‰˙š˙˙ LBLFTP:CouldNotConnect RTSź˙˙Š˙“˙›˙ß˙ą˙˙‹˙ß˙ź˙˙‘˙‘˙š˙œ˙‹˙ LBLFTP:LoginFailed RTS ł˙˙˜˙–˙‘˙ß˙š˙ž˙–˙“˙š˙›˙ LBLFTP:NoSuchFile RTS ą˙˙ß˙Ź˙Š˙œ˙—˙ß˙š˙–˙“˙š˙ LBLFTP:LocalFileOpenFailed RTSł˙˙œ˙ž˙“˙ß˙š˙–˙“˙š˙ß˙°˙˙š˙‘˙ß˙š˙ž˙–˙“˙š˙›˙ LBL FTP:TCPError RTS Ť˙ź˙Ż˙ß˙ş˙˙˙˙˙ LBLFTP:DisconnectError RTSť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙ş˙˙˙˙˙ LBLFTP:StatusConnecting RTS ź˙˙‘˙‘˙š˙œ˙‹˙–˙‘˙˜˙ LBLFTP:StatusLoggingIn RTS ł˙˙˜˙˜˙–˙‘˙˜˙ß˙ś˙‘˙ LBLFTP:StatusFindingFile RTS š˙–˙‘˙›˙–˙‘˙˜˙ß˙š˙–˙“˙š˙ LBLFTP:StatusQueryingResume RTSŽ˙Š˙š˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙­˙š˙Œ˙Š˙’˙š˙ß˙ť˙˙ˆ˙‘˙“˙˙ž˙›˙ LBLFTP:StatusDownloading RTS ť˙˙ˆ˙‘˙“˙˙ž˙›˙–˙‘˙˜˙ LBLFTP:StatusDisconnecting RTS ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙‘˙˜˙ LBLFTP:StatusFinishing RTS š˙–˙‘˙–˙Œ˙—˙–˙‘˙˜˙ LBLFTP:StatusDone RTSť˙˙‘˙š˙ LBLFTP:StatusNone RTSą˙˙‘˙š˙ LBLWOL:InternalError RTS,ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙“˙ß˙ş˙˙˙˙˙ LBL WOL:ServerBan RTS]Ź˙˙˙˙†˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙˙š˙‰˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ LBLWOL:DisconnectedError RTS]Ź˙˙˙˙†˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙˙š˙‰˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ LBL WOL:NoServers RTS'ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙‘˙˙‹˙ß˙™˙˙Š˙‘˙›˙ LBLWOL:LoginTimeout RTS7Ť˙–˙’˙š˙›˙ß˙˙Š˙‹˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLWOL:NoMatchChannel RTSą˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙™˙˙Š˙‘˙›˙ LBLWOL:NoMatchbot RTSą˙˙ß˙˛˙ž˙‹˙œ˙—˙˛˙ž˙”˙š˙˙ß˙™˙˙Š˙‘˙›˙ LBLWOL:BadMatchParams RTS˝˙ž˙›˙ß˙’˙ž˙‹˙œ˙—˙ß˙˙ž˙˙ž˙’˙š˙‹˙š˙˙Œ˙ LBLWOL:ChatErrorNickInUse RTSŤ˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙–˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙–˙‘˙ß˙Š˙Œ˙š˙ LBLWOL:ChatErrorBadPass RTS ś˙‘˙œ˙˙˙˙š˙œ˙‹˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙™˙˙˙ß˙‹˙—˙ž˙‹˙ß˙‘˙ž˙’˙š˙ LBLWOL:ChatErrorNoneSuch RTSą˙˙ß˙Œ˙Š˙œ˙—˙ß˙Š˙Œ˙š˙˙ß˙˙˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:ChatErrorConNetDown RTSą˙š˙‹˙ˆ˙˙˙”˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙ LBLWOL:ChatErrorConLookupFailed RTSť˙ą˙Ź˙ß˙“˙˙˙”˙Š˙˙ß˙™˙ž˙–˙“˙š˙›˙ LBLWOL:ChatErrorConError RTSš˙ž˙‹˙ž˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙š˙˙˙˙˙ß˙˙œ˙œ˙Š˙˙˙š˙›˙ LBLWOL:ChatErrorTimeout RTSŤ˙–˙’˙š˙˙Š˙‹˙ß˙˙œ˙œ˙Š˙˙˙š˙›˙ LBLWOL:ChatErrorMustPatch RTSKŚ˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˜˙š˙‹˙ß˙‹˙—˙š˙ß˙“˙ž˙‹˙š˙Œ˙‹˙ß˙Ş˙˙›˙ž˙‹˙š˙ß˙˙š˙™˙˙˙š˙ß˙•˙˙–˙‘˙–˙‘˙˜˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLWOL:ChatErrorStatusError RTSś˙‘˙‹˙š˙˙‘˙ž˙“˙ß˙Œ˙‹˙ž˙‹˙Š˙Œ˙ß˙š˙˙˙˙˙ LBLWOL:ChatErrorUnknownResponse RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ß˙˙š˙Œ˙˙˙‘˙Œ˙š˙ LBLWOL:ChatErrorChannelFull RTSź˙—˙ž˙‘˙‘˙š˙“˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLWOL:ChatErrorChannelExists RTSź˙—˙ž˙‘˙‘˙š˙“˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBL WOL:ChatErrorChannelDoesNotExist RTSź˙—˙ž˙‘˙‘˙š˙“˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙š˙‡˙–˙Œ˙‹˙ LBLWOL:ChatErrorBadChannelPassword RTS˝˙ž˙›˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLWOL:ChatErrorBanned RTS]Ź˙˙˙˙†˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙˙š˙‰˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ LBLWOL:ChatErrorNotOper RTSź˙ž˙‘˙‘˙˙‹˙ß˙˙š˙˙™˙˙˙’˙ß˙‹˙—˙ž˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ LBLWOL:ChatErrorAccountDisabled RTSŚ˙˙Š˙˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙ LBLWOL:ChatErrorSerialBanned RTSCŚ˙˙Š˙˙ß˙Œ˙š˙˙–˙ž˙“˙ß˙‘˙Š˙’˙˙š˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙˙š˙‰˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ LBLWOL:ChatErrorSerialDup RTSŚ˙˙Š˙˙ß˙Œ˙š˙˙–˙ž˙“˙ß˙–˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙–˙‘˙ß˙Š˙Œ˙š˙ LBLWOL:ChatErrorSerialUnknown RTSŚ˙˙Š˙˙ß˙Œ˙š˙˙–˙ž˙“˙ß˙–˙Œ˙ß˙–˙‘˙‰˙ž˙“˙–˙›˙ LBLWOL:NetUtilErrorGeneric RTS¸˙š˙‘˙š˙˙–˙œ˙ß˙ą˙š˙‹˙Ş˙‹˙–˙“˙ß˙š˙˙˙˙˙ LBLWOL:NetUtilErrorBusy RTS˝˙Š˙Œ˙†˙ LBLWOL:NetUtilErrorTimeout RTSŤ˙–˙’˙š˙˙Š˙‹˙ LBLWOL:NetUtilErrorInvalidField RTS ś˙‘˙‰˙ž˙“˙–˙›˙ß˙™˙–˙š˙“˙›˙ LBLWOL:NetUtilErrorCantVerify RTS ź˙ž˙‘˙Ř˙‹˙ß˙‰˙š˙˙–˙™˙†˙ LBLWOL:NetUtilFinished RTSš˙–˙‘˙–˙Œ˙—˙š˙›˙ LBLWOL:UnknownError RTS Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙š˙˙˙˙˙ LBLWOL:CouldNotCreateChannel RTSź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:ErrorTitle RTS#ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙ş˙˙˙˙˙ LBLWOL:LoginErrorTitle RTS ł˙˙˜˙–˙‘˙ß˙ş˙˙˙˙˙ LBLWOL:CreatingChannel RTSź˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:ChannelClosed RTSź˙—˙ž˙‘˙‘˙š˙“˙ß˙—˙ž˙Œ˙ß˙œ˙“˙˙Œ˙š˙›˙ LBLWOL:BadChannelPassword RTS˝˙ž˙›˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLWOL:ChannelFull RTS ź˙—˙ž˙‘˙‘˙š˙“˙ß˙™˙Š˙“˙“˙ LBLWOL:BannedFromChannel RTS#Ś˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:CannotJoinChannel RTSź˙ž˙‘˙‘˙˙‹˙ß˙•˙˙–˙‘˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBL WOL:NoWOLAPI RTS2Ź˙—˙ž˙˙š˙›˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙˙’˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙ß˙˙š˙š˙‘˙ß˙–˙‘˙Œ˙‹˙ž˙“˙“˙š˙›˙ LBL WOL:OldWOLAPI RTSbŹ˙—˙ž˙˙š˙›˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙˙’˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙Š˙˙›˙ž˙‹˙š˙›˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙–˙‘˙Œ˙‹˙ž˙“˙“˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙›˙–˙Œ˙œ˙ LBLWOL:BadRegistry RTS*ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙­˙š˙˜˙–˙Œ˙‹˙˙†˙ß˙–˙Œ˙ß˙œ˙˙˙˙Š˙˙‹˙ LBL WOL:GotPing RTSD­˙š˙œ˙š˙–˙‰˙š˙›˙ß˙˙–˙‘˙˜˙ß˙˙™˙ß˙Ú˙›˙’˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙‹˙—˙š˙ß˙˙–˙‘˙˜˙Ó˙ß˙‹˙—˙š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLWOL:ServerListAndVersion RTSš˙š˙‹˙œ˙—˙–˙‘˙˜˙ß˙Œ˙š˙˙‰˙š˙˙ß˙“˙–˙Œ˙‹˙ LBLWOL:GettingPings RTS<¸˙š˙‹˙‹˙–˙‘˙˜˙ß˙˙–˙‘˙˜˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙‹˙—˙š˙ß˙˙–˙‘˙˜˙Ó˙ß˙‹˙—˙š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLWOL:Connecting RTS ź˙˙‘˙‘˙š˙œ˙‹˙–˙‘˙˜˙ LBLWOL:JoinedChannel RTSŚ˙˙Š˙ß˙•˙˙–˙‘˙š˙›˙ß˙Ú˙“˙Œ˙ LBLWOL:LeftChannel RTS Ś˙˙Š˙ß˙“˙š˙™˙‹˙ß˙Ú˙“˙Œ˙ LBLWOL:UserKicked RTSÚ˙“˙Œ˙ß˙”˙–˙œ˙”˙š˙›˙ß˙Ú˙“˙Œ˙ß˙˙Š˙‹˙ß˙˙™˙ß˙Ú˙“˙Œ˙ LBLWOL:BeginIgnoreList RTS˝˙š˙˜˙–˙‘˙ß˙ś˙˜˙‘˙˙˙š˙ß˙ł˙–˙Œ˙‹˙ LBLWOL:IgnoredUser RTSÚ˙“˙Œ˙ LBLWOL:EndIgnoreList RTSş˙‘˙›˙ß˙ś˙˜˙‘˙˙˙š˙ß˙ł˙–˙Œ˙‹˙ LBLWOL:DownloadPatchNow RTS3¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ş˙˙›˙ž˙‹˙š˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ŕ˙ LBLWOL:FindInChannel RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Ú˙Œ˙ LBLWOL:FindInChannelOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Ú˙Œ˙ß˙˙‘˙ß˙Ú˙Œ˙ LBLWOL:FindOffline RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙“˙˙˜˙˜˙š˙›˙ß˙–˙‘˙ LBLWOL:FindHiding RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙˙š˙Œ˙˙˙‘˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙š˙ž˙˙œ˙—˙ LBLWOL:FindNotInChannel RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙–˙‘˙ß˙ž˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:FindNotInChannelOtherServer RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙˙‘˙ß˙Ú˙Œ˙ LBL WOL:Lob_49_0 RTS ˛˙ž˙–˙‘˙ß˙ł˙˙˙˙†˙ LBL WOL:Lob_49_1 RTS ž˙“˙‹˙š˙˙‘˙ž˙‹˙š˙ LBL WOL:Lob_49_2 RTS­˙š˙ž˙“˙–˙‹˙†˙ LBL WOL:Lob_41_0 RTS Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ LBLWOL:UnknownServer RTSŠ˙‘˙”˙‘˙˙ˆ˙‘˙ß˙Œ˙š˙˙‰˙š˙˙ LBLWOL:UnknownChannel RTSŠ˙‘˙”˙‘˙˙ˆ˙‘˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:BuddyMatching RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ LBLWOL:BuddyNotInChan RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙˙‘˙“˙–˙‘˙š˙ LBLWOL:BuddyInGame RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLWOL:BuddyInChat RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙œ˙—˙ž˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyGameSetup RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyMatchingOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyNotInChanOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyInGameOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙ß˙˜˙ž˙’˙š˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyInChatOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙œ˙—˙ž˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyGameSetupOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyHiding RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙—˙–˙›˙–˙‘˙˜˙ LBL Chat:Everyone RTSş˙‰˙š˙˙†˙˙‘˙š˙ß˙Š˙–˙š˙ˆ˙Œ˙ LBL Chat:Allies RTS°˙‘˙“˙†˙ß˙ž˙“˙“˙–˙š˙Œ˙ß˙Š˙–˙š˙ˆ˙ LBL GUI:Clear RTSź˙ł˙ş˙ž˙­˙ LBLLAN:GameStartTimerPlural RTS¸˙ž˙’˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙ž˙˙‹˙ß˙–˙‘˙ß˙Ú˙›˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ LBLLAN:GameStartTimerSingular RTS¸˙ž˙’˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙ž˙˙‹˙ß˙–˙‘˙ß˙Ú˙›˙ß˙Œ˙š˙œ˙˙‘˙›˙ LBLLAN:HostNotResponding RTS(¸˙ž˙’˙š˙ß˙š˙‡˙–˙‹˙š˙›˙Ä˙ß˙‹˙—˙š˙ß˙—˙˙Œ˙‹˙ß˙ˆ˙ž˙Œ˙ß˙‘˙˙‹˙ß˙˙š˙Œ˙˙˙‘˙›˙–˙‘˙˜˙ LBLLAN:PlayerDropped RTS&Ú˙“˙Œ˙ß˙›˙˙˙˙˙š˙›˙Ä˙ß˙˙“˙ž˙†˙š˙˙ß˙ˆ˙ž˙Œ˙ß˙‘˙˙‹˙ß˙˙š˙Œ˙˙˙‘˙›˙–˙‘˙˜˙ LBLLAN:NeedMorePlayers RTS/Ś˙˙Š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙×˙Œ˙Ö˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLLAN:NeedMoreTeams RTS)Ś˙˙Š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙Î˙ß˙‹˙š˙ž˙’˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLLAN:TooManyPlayers RTS'Ť˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙˙‘˙“˙†˙ß˙Œ˙Š˙˙˙˙˙‹˙Œ˙ß˙Š˙˙ß˙‹˙˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLLAN:OK RTS°˙´˙ LBLLAN:ErrorNoGameSelected RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙˜˙ž˙’˙š˙ß˙™˙–˙˙Œ˙‹˙ LBLLAN:ErrorTimeout RTSź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙‹˙–˙’˙š˙›˙ß˙˙Š˙‹˙ LBLLAN:ErrorGameFull RTSŤ˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLLAN:ErrorDuplicateName RTSť˙Š˙˙“˙–˙œ˙ž˙‹˙š˙ß˙‘˙ž˙’˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙–˙‘˙ß˙˜˙ž˙’˙š˙ LBLLAN:ErrorCRCMismatch RTS߸˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙ž˙ß˙’˙–˙Œ˙’˙ž˙‹˙œ˙—˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙’˙š˙ž˙‘˙Œ˙ß˙‹˙—˙š˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙“˙˙Œ˙‹˙ß˙Œ˙†˙‘˙œ˙—˙˙˙‘˙–˙…˙ž˙‹˙–˙˙‘˙ß˙›˙ž˙‹˙ž˙ß˙˙š˙‹˙ˆ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙Œ˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙—˙ž˙Œ˙ß˙’˙˙›˙–˙™˙–˙š˙›˙ß˙—˙–˙Œ˙ß˙‰˙š˙˙Œ˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙ß˙—˙–˙’˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙ś˙˜˙‘˙˙˙š˙ß˙ł˙–˙Œ˙‹˙ LBLLAN:ErrorGameStarted RTS$Ź˙˙˙˙†˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ LBLLAN:ErrorGameExists RTS&ž˙ß˙˜˙ž˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙‘˙ž˙’˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBLLAN:ErrorGameGone RTS¸˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙›˙–˙Œ˙Œ˙ž˙˙˙š˙ž˙˙š˙›˙ LBL LAN:ErrorBusy RTSž˙‘˙˙‹˙—˙š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙˙š˙‘˙›˙–˙‘˙˜˙ LBLLAN:ErrorUnknown RTS Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙š˙˙˙˙˙ LBLLAN:JoinFailed RTS ľ˙°˙ś˙ą˙ß˙š˙ž˙ś˙ł˙ş˙ť˙ LBLNetwork:PlayerLeft RTSÚ˙“˙Œ˙ß˙“˙š˙™˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLINI:MissingDisplayName RTS#˛˙ś˙Ź˙Ź˙ś˙ą˙¸˙ß˙ť˙–˙Œ˙˙“˙ž˙†˙ą˙ž˙’˙š˙ß˙™˙˙˙ß˙°˙˙•˙š˙œ˙‹˙ß˙Ř˙Ú˙Ź˙Ř˙ LBLINI:FactionDefault RTS ť˙š˙™˙ž˙Š˙“˙‹˙ß˙ž˙˙’˙†˙ LBLINI:FactionObserver RTS°˙˙Œ˙š˙˙‰˙š˙˙ LBLINI:FactionCivilian RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBLINI:FactionAmerica RTSŞ˙Ź˙ž˙ LBLINI:FactionChina RTSź˙—˙–˙‘˙ž˙ LBLINI:FactionGLA RTS¸˙ł˙ž˙ LBLINI:FactionChinaHacker RTSź˙—˙–˙‘˙š˙Œ˙š˙ß˙ˇ˙ž˙œ˙”˙š˙˙ LBL SIDE:America RTSŞ˙Ź˙ž˙ LBL SIDE:China RTSź˙—˙–˙‘˙ž˙ LBLSIDE:GLA RTS¸˙ł˙ž˙ LBLINI:RankLevel1 RTSÎ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel2 RTSÍ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel3 RTSĚ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel4 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel5 RTSĘ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel6 RTS˛˙˙Ń˙ß˙˝˙ž˙›˙ß˙ť˙Š˙›˙š˙ß˙×˙­˙ž˙‘˙”˙ß˙É˙Ö˙ LBLINI:RankLevel7 RTSť˙˙Ń˙ß˙ť˙š˙ž˙‹˙—˙ß˙×˙­˙ž˙‘˙”˙ß˙Č˙Ö˙ LBLINI:RankLevel8 RTSŞ˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙ť˙š˙ž˙›˙“˙†˙ß˙ť˙Š˙›˙š˙ß˙×˙­˙ž˙‘˙”˙ß˙Ç˙Ö˙ LBLTOOLTIP:MyInfo RTSkź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙˙š˙ß˙†˙˙Š˙˙ß˙Ż˙š˙˙Œ˙˙‘˙ž˙ß˙ś˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‰˙–˙š˙ˆ˙ß˙†˙˙Š˙˙ß˙˙ž˙‘˙”˙Ó˙ß˙˙˙–˙‘˙‹˙Œ˙Ó˙ß˙ˆ˙–˙‘˙Œ˙Ó˙ß˙“˙˙Œ˙Œ˙š˙Œ˙Ó˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙Ó˙ß˙š˙‹˙œ˙ LBLTOOLTIP:CustomMatch RTSHź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙‹˙—˙š˙ß˙ź˙Š˙Œ˙‹˙˙’˙ß˙˛˙ž˙‹˙œ˙—˙ß˙ł˙˙˙˙†˙ß˙‹˙˙ß˙’˙š˙š˙‹˙ß˙ž˙‘˙›˙ß˙œ˙—˙ž˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLTOOLTIP:SelectAll RTS Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙’˙ž˙˙Œ˙ LBLTOOLTIP:SelectNone RTSŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙˙‘˙ß˙‘˙˙ß˙’˙ž˙˙Œ˙ LBLTOOLTIP:EnterPassword RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙ž˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLTOOLTIP:Quickmatch RTS{ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙Ń˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙ß˙‹˙˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙’˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙œ˙“˙˙Œ˙š˙Œ˙‹˙ß˙Œ˙”˙–˙“˙“˙ß˙“˙š˙‰˙š˙“˙ß˙ž˙‘˙›˙ß˙˙˙š˙™˙š˙˙š˙‘˙œ˙š˙Œ˙ LBLTOOLTIP:GameLobbys RTSŃ˙ LBLTOOLTIP:ClearButton RTSź˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‹˙ß˙‹˙š˙‡˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ LBLTOOLTIP:Disconnectbutton RTS`ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙˜˙ž˙’˙š˙Ń˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙Š˙‘˙‹˙š˙›˙ß˙‹˙˙ˆ˙ž˙˙›˙ß˙†˙˙Š˙˙ß˙˙‰˙š˙˙ž˙“˙“˙ß˙‹˙˙‹˙ž˙“˙ LBLTOOLTIP:playersonline RTS:ł˙–˙Œ˙‹˙ß˙˙™˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLTOOLTIP:WidenSearch RTS‚ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙ˆ˙–˙›˙š˙‘˙ß˙†˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙Œ˙š˙ž˙˙œ˙—˙ß˙œ˙˙–˙‹˙š˙˙–˙ž˙Ń˙ß˙Ť˙—˙š˙ß˙’˙˙˙š˙ß˙Œ˙˙š˙œ˙–˙™˙–˙œ˙ß˙†˙˙Š˙˙ß˙œ˙˙–˙‹˙š˙˙–˙ž˙ß˙–˙Œ˙Ó˙ß˙‹˙—˙š˙ß˙’˙˙˙š˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙ž˙‘˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ LBL TOOLTIP:Emote RTSŃ˙ LBLTOOLTIP:JoinGame RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:BuddyButton RTSŹ˙˙˙‹˙ß˙˜˙ž˙’˙š˙ß˙“˙–˙Œ˙‹˙ß˙˙†˙ß˙˝˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:matchingprogress RTSTŚ˙˙Š˙ß˙œ˙ž˙‘˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙ž˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙Œ˙š˙ž˙˙œ˙—˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙’˙ž˙‹˙œ˙—˙Ń˙ß˙´˙š˙š˙˙ß˙†˙˙Š˙˙ß˙™˙–˙‘˙˜˙š˙˙Œ˙ß˙œ˙˙˙Œ˙Œ˙š˙›˙Ţ˙ LBLTOOLTIP:CancelButton RTS%ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙œ˙ž˙‘˙œ˙š˙“˙ß˙‹˙—˙š˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ LBLTOOLTIP:resizewindows RTSZź˙“˙–˙œ˙”˙ß˙ž˙‘˙›˙ß˙›˙˙ž˙˜˙ß˙‰˙š˙˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙‹˙˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙‹˙—˙š˙ß˙Œ˙–˙…˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙¸˙ž˙’˙š˙ß˙ł˙–˙Œ˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ß˙‰˙Œ˙Ń˙ß˙†˙˙Š˙˙ß˙ź˙—˙ž˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ LBLTOOLTIP:CreateGame RTS_ź˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙›˙–˙Œ˙˙“˙ž˙†˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙¸˙ž˙’˙š˙ß˙ł˙–˙Œ˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ß˙™˙˙˙ß˙˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙‹˙˙ß˙•˙˙–˙‘˙ LBLTOOLTIP:ChatWindow RTSyŤ˙†˙˙š˙ß˙ž˙‘˙›˙ß˙˙˙š˙Œ˙Œ˙ß˙ş˙‘˙‹˙š˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ť˙š˙‡˙‹˙ß˙ş˙‘˙‹˙˙†˙ß˙˙˙‡˙ß˙˙š˙“˙˙ˆ˙ß˙‹˙˙ß˙Œ˙š˙‘˙›˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙ź˙—˙ž˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙Ń˙ß˙°˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ž˙›˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙˙˙‘˙›˙ LBLTOOLTIP:StopSearch RTSž˙˙˙˙‹˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙Œ˙š˙ž˙˙œ˙—˙ LBLTOOLTIP:StartSearch RTS˝˙š˙˜˙–˙‘˙ß˙Œ˙š˙ž˙˙œ˙—˙–˙‘˙˜˙ LBLTOOLTIP:UnknownGame RTS Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:textentrybox RTSUŤ˙†˙˙š˙ß˙ž˙‘˙›˙ß˙˙˙š˙Œ˙Œ˙ß˙ş˙‘˙‹˙š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙Ť˙š˙‡˙‹˙ß˙ş˙‘˙‹˙˙†˙ß˙˙˙‡˙ß˙‹˙˙ß˙Œ˙š˙‘˙›˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ź˙—˙ž˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ß˙ž˙˙˙‰˙š˙ LBLTOOLTIP:PlayersInLobby RTSź˙Š˙˙˙š˙‘˙‹˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙“˙˙˙˙†˙ LBLTOOLTIP:LocalPlayer RTSź˙Š˙˙˙š˙‘˙‹˙ß˙˙“˙ž˙†˙š˙˙ß˙Ú˙Œ˙ LBLTOOLTIP:BuddyPlayer RTS Ś˙˙Š˙˙ß˙˙Š˙›˙›˙†˙ß˙Ú˙Œ˙ LBLTOOLTIP:ProfiledPlayer RTSÚ˙Œ˙ LBLTOOLTIP:GenericPlayer RTSÚ˙Œ˙ LBLTOOLTIP:IgnoredModifier RTS ×˙–˙˜˙‘˙˙˙š˙›˙Ö˙ LBLTOOLTIP:PlayerInfo RTS ő˙ß˙­˙š˙˜˙–˙˙‘˙Ĺ˙ß˙Ú˙Œ˙ß˙ő˙ß˙Ú˙›˙ß˙ˆ˙–˙‘˙Œ˙Đ˙Ú˙›˙ß˙“˙˙Œ˙Œ˙š˙Œ˙ LBLTOOLTIP:GameInfoGameName RTS ¸˙ž˙’˙š˙ß˙ą˙ž˙’˙š˙Ĺ˙ß˙Ú˙Œ˙ LBLTOOLTIP:GameInfoLadderName RTS ő˙ß˙ł˙ž˙›˙›˙š˙˙Ĺ˙ß˙Ú˙Œ˙ LBLTOOLTIP:LadderName RTS ł˙ž˙›˙›˙š˙˙Ĺ˙ß˙Ú˙Œ˙ LBLTOOLTIP:UnknownLadder RTSő˙ß˙Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙“˙ž˙›˙›˙š˙˙ LBLTOOLTIP:NoLadder RTS ő˙ß˙ą˙˙ß˙“˙ž˙›˙›˙š˙˙ LBL$TOOLTIP:InvalidGameVersionSingleLine RTSŤ˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙‰˙š˙˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ LBLTOOLTIP:InvalidGameVersion LBLTOOLTIP:GameInfoMap RTSő˙ß˙˛˙ž˙˙Ĺ˙ß˙Ú˙Œ˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙Œ˙Ĺ˙ LBLTOOLTIP:GameInfoPlayer RTS ő˙ß˙Ú˙Œ˙ß˙×˙Ú˙›˙Đ˙Ú˙›˙Ö˙ LBLTOOLTIP:FreeForAll RTS%š˙˙š˙š˙ß˙š˙˙˙ß˙ž˙“˙“˙Ń˙ß˙ą˙˙ß˙‹˙š˙ž˙’˙Œ˙Đ˙ž˙“˙“˙–˙š˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ LBLTOOLTIP:ListOfPlayers RTSŻ˙“˙ž˙†˙š˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:MapName RTSź˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙’˙ž˙˙ LBLTOOLTIP:GameName RTSą˙ž˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:StartGame RTS˝˙š˙˜˙–˙‘˙ß˙ž˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:IgnoreButton RTS ś˙˜˙‘˙˙˙š˙ß˙˙“˙ž˙†˙š˙˙ LBLTOOLTIP:closeButton RTSŃ˙ LBLTOOLTIP:GameOptions RTS%°˙˙‹˙–˙˙‘˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙š˙‘˙ž˙˙“˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:Crates RTS ˝˙˙‘˙Š˙Œ˙ß˙œ˙˙ž˙‹˙š˙Œ˙ LBLTOOLTIP:SuperWeapons RTS4Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Ó˙ß˙š˙‹˙œ˙ LBLDOZER:ConstructionComplete RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙Ĺ˙ß˙Ú˙Œ˙ LBLDOZER:RepairComplete RTS­˙š˙˙ž˙–˙˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ LBLUPGRADE:UpgradeComplete RTSŞ˙˙˜˙˙ž˙›˙š˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙Ĺ˙ß˙Ú˙Œ˙ LBLGUI:CantBuildRestrictedTerrain RTS+Ť˙—˙š˙ß˙‹˙š˙˙˙ž˙–˙‘˙ß˙˙˙š˙‰˙š˙‘˙‹˙Œ˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙—˙š˙˙š˙ LBLGUI:CantBuildNotFlatEnough RTS,Ť˙—˙š˙ß˙‹˙š˙˙˙ž˙–˙‘˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙™˙“˙ž˙‹˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙—˙š˙˙š˙ LBLGUI:CantBuildObjectsInTheWay RTS=Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙˙š˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙˙˙Œ˙‹˙ž˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ LBLGUI:CantBuildNoClearPath RTS#Ş˙‘˙–˙‹˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙Œ˙–˙‹˙š˙ LBLGUI:CantBuildShroud RTS&Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙‡˙˙“˙˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙˙š˙™˙˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLGUI:CantBuildThere RTSŚ˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙Š˙–˙“˙›˙ß˙—˙š˙˙š˙ LBLGUI:RallyPointObjectsInTheWay RTSFŞ˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙š˙‹˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙Ó˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙ LBLGUI:RallyPointNoPath RTSŞ˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙š˙‹˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙ LBLGUI:RallyPointSet RTSÚ˙Œ˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙ß˙Œ˙š˙‹˙ LBL GUI:MouseType RTS ˛˙˙Š˙Œ˙š˙ß˙Ť˙†˙˙š˙ LBLGUI:Com RTSş˙ž˙Ż˙ś˙˛˙ LBL GUI:CONTROL RTSź˙˙‘˙‹˙˙˙“˙ LBLGUI:INFORMATION RTS ś˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ LBL GUI:INTERFACE RTS ś˙‘˙‹˙š˙˙™˙ž˙œ˙š˙ LBL GUI:SELECTION RTS Ź˙š˙“˙š˙œ˙‹˙–˙˙‘˙ LBL GUI:TAUNT RTSŤ˙ž˙Š˙‘˙‹˙ LBLGUI:MISC RTS˛˙–˙Œ˙œ˙ LBL GUI:DEBUG RTSť˙š˙˙Š˙˜˙ LBL GUI:Cheer RTSź˙—˙š˙š˙˙ LBLGUI:CheerDescription RTS3ź˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙Š˙“˙‹˙ß˙˙‰˙š˙˙ß˙†˙˙Š˙˙ß˙˜˙˙š˙ž˙‹˙ß˙›˙š˙š˙›˙Œ˙ LBL GUI:Deploy RTS ť˙š˙˙“˙˙†˙ß˙°˙˙•˙š˙œ˙‹˙ LBLGUI:DeployDescription RTSť˙š˙˙“˙˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ LBL GUI:Guard RTS¸˙Š˙ž˙˙›˙ LBLGUI:GuardDescription RTS1Ź˙š˙‹˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ß˙–˙‘˙‹˙˙ß˙Ř˙˜˙Š˙ž˙˙›˙ß˙ž˙˙š˙ž˙Ř˙ß˙’˙˙›˙š˙ LBLGUI:CreateFormation RTSź˙˙š˙ž˙‹˙š˙ß˙š˙˙˙’˙ž˙‹˙–˙˙‘˙ LBL GUI:Follow RTSš˙˙“˙“˙˙ˆ˙ LBLGUI:FollowDescription RTS)Ť˙˙˜˙˜˙“˙š˙ß˙™˙˙“˙“˙˙ˆ˙ß˙Œ˙‹˙ž˙‹˙š˙ß˙˙™˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ LBLGUI:ToggleControlBar RTSŤ˙˙˜˙˜˙“˙š˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙˝˙ž˙˙ LBLGUI:ToggleControlBarDescription RTS&Ť˙˙˜˙˜˙“˙š˙Œ˙ß˙‹˙—˙š˙ß˙ś˙‘˙ß˙¸˙ž˙’˙š˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙˝˙ž˙˙ß˙˙‘˙Đ˙˙™˙™˙ LBLGUI:ToggleLetterbox RTSŤ˙˙˜˙˜˙“˙š˙ß˙ł˙š˙‹˙‹˙š˙˙ß˙˝˙˙‡˙ LBLGUI:ToggleLetterboxDescription RTSŤ˙˙˜˙˜˙“˙š˙Œ˙ß˙ł˙š˙‹˙‹˙š˙˙˙˙‡˙ß˙˛˙˙›˙š˙ß˙˙‘˙Đ˙˙™˙™˙ LBL GUI:Scatter RTSŹ˙œ˙ž˙‹˙‹˙š˙˙ LBLGUI:StopObject RTS Ź˙‹˙˙˙ß˙°˙˙•˙š˙œ˙‹˙ LBLGUI:StopObjectDescription RTSŹ˙‹˙˙˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ LBLGUI:GoToRadarEvent RTS¸˙˙ß˙‹˙˙ß˙­˙ž˙›˙ž˙˙ß˙ş˙‰˙š˙‘˙‹˙ LBLGUI:GoToRadarEventDescription RTS0ź˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‰˙–˙š˙ˆ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙ž˙˙ß˙š˙‰˙š˙‘˙‹˙ LBL GUI:SaveView1 RTSŹ˙š˙‹˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Î˙ LBLGUI:SaveView1Description RTS Ź˙š˙‹˙ß˙‰˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Î˙ LBL GUI:SaveView2 RTSŹ˙š˙‹˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Í˙ LBLGUI:SaveView2Description RTS Ź˙š˙‹˙ß˙‰˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Í˙ LBL GUI:SaveView3 RTSŹ˙š˙‹˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Ě˙ LBLGUI:SaveView3Description RTS Ź˙š˙‹˙ß˙‰˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Ě˙ LBL GUI:SaveView4 RTSŹ˙š˙‹˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Ë˙ LBLGUI:SaveView4Description RTS Ź˙š˙‹˙ß˙‰˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Ë˙ LBL GUI:ViewView1 RTSŠ˙–˙š˙ˆ˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Î˙ LBLGUI:ViewView1Description RTSŠ˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙š˙›˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Î˙ LBL GUI:ViewView2 RTSŠ˙–˙š˙ˆ˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Í˙ LBLGUI:ViewView2Description RTSŠ˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙š˙›˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Í˙ LBL GUI:ViewView3 RTSŠ˙–˙š˙ˆ˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Ě˙ LBLGUI:ViewView3Description RTSŠ˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙š˙›˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Ě˙ LBL GUI:ViewView4 RTSŠ˙–˙š˙ˆ˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Ë˙ LBLGUI:ViewView4Description RTSŠ˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙š˙›˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Ë˙ LBLGUI:CenterBase RTS ź˙š˙‘˙‹˙š˙˙ß˙˝˙ž˙Œ˙š˙ LBLGUI:CenterBaseDescription RTS'ź˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙Ř˙Œ˙ß˙˙ž˙Œ˙š˙ LBLGUI:SelectNone RTS Ź˙š˙“˙š˙œ˙‹˙ß˙ą˙˙‘˙š˙ LBL GUI:SelectAll RTS Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙“˙“˙ LBLGUI:SelectAllDescription RTSŹ˙š˙“˙š˙œ˙‹˙Œ˙ß˙ž˙“˙“˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:SelectNextUnit RTS ą˙š˙‡˙‹˙ß˙°˙˙•˙š˙œ˙‹˙ LBLGUI:SelectNextUnitDescription RTSŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙˙˙•˙š˙œ˙‹˙ LBLGUI:SelectPrevUnit RTSŻ˙˙š˙‰˙–˙˙Š˙Œ˙ß˙°˙˙•˙š˙œ˙‹˙ LBLGUI:SelectPrevUnitDescription RTSŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙Š˙‘˙–˙‹˙ LBLGUI:SelectNextWorker RTS ą˙š˙‡˙‹˙ß˙¨˙˙˙”˙š˙˙ LBLGUI:SelectNextWorkerDescription RTSŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙¨˙˙˙”˙š˙˙ LBLGUI:SelectPrevWorker RTSŻ˙˙š˙‰˙–˙˙Š˙Œ˙ß˙¨˙˙˙”˙š˙˙ LBLGUI:SelectPrevWorkerDescription RTSŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙¨˙˙˙”˙š˙˙ LBLGUI:TypeSelect RTS Ť˙†˙˙š˙ß˙Ź˙š˙“˙š˙œ˙‹˙ LBLGUI:TypeSelectDescription RTSNŹ˙š˙“˙š˙œ˙‹˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙†˙ß˙‹˙†˙˙š˙Ń˙ß˙ť˙˙Š˙˙“˙š˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙‹˙†˙˙š˙ LBLGUI:CreateTeam0 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ď˙ LBLGUI:CreateTeam0Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ď˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam1 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Î˙ LBLGUI:CreateTeam1Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Î˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam2 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Í˙ LBLGUI:CreateTeam2Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Í˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam3 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ě˙ LBLGUI:CreateTeam3Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ě˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam4 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ë˙ LBLGUI:CreateTeam4Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ë˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam5 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ę˙ LBLGUI:CreateTeam5Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ę˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam6 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙É˙ LBLGUI:CreateTeam6Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙É˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam7 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Č˙ LBLGUI:CreateTeam7Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Č˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam8 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ç˙ LBLGUI:CreateTeam8Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ç˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam9 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ć˙ LBLGUI:CreateTeam9Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ć˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:SelectTeam0 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ď˙ LBLGUI:SelectTeam0Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ď˙ LBLGUI:SelectTeam1 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Î˙ LBLGUI:SelectTeam1Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Î˙ LBLGUI:SelectTeam2 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Í˙ LBLGUI:SelectTeam2Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Í˙ LBLGUI:SelectTeam3 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ě˙ LBLGUI:SelectTeam3Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ě˙ LBLGUI:SelectTeam4 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ë˙ LBLGUI:SelectTeam4Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ë˙ LBLGUI:SelectTeam5 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ę˙ LBLGUI:SelectTeam5Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ę˙ LBLGUI:SelectTeam6 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙É˙ LBLGUI:SelectTeam6Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙É˙ LBLGUI:SelectTeam7 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Č˙ LBLGUI:SelectTeam7Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Č˙ LBLGUI:SelectTeam8 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ç˙ LBLGUI:SelectTeam8Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ç˙ LBLGUI:SelectTeam9 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ć˙ LBLGUI:SelectTeam9Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ć˙ LBL GUI:ViewTeam0 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ď˙ LBLGUI:ViewTeam0Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ď˙ LBL GUI:ViewTeam1 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Î˙ LBLGUI:ViewTeam1Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Î˙ LBL GUI:ViewTeam2 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Í˙ LBLGUI:ViewTeam2Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Í˙ LBL GUI:ViewTeam3 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ě˙ LBLGUI:ViewTeam3Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ě˙ LBL GUI:ViewTeam4 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ë˙ LBLGUI:ViewTeam4Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ë˙ LBL GUI:ViewTeam5 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ę˙ LBLGUI:ViewTeam5Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ę˙ LBL GUI:ViewTeam6 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙É˙ LBLGUI:ViewTeam6Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙É˙ LBL GUI:ViewTeam7 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Č˙ LBLGUI:ViewTeam7Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Č˙ LBL GUI:ViewTeam8 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ç˙ LBLGUI:ViewTeam8Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ç˙ LBL GUI:ViewTeam9 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ć˙ LBLGUI:ViewTeam9Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ć˙ LBLGUI:LocalIPDesc RTSł˙˙œ˙ž˙“˙ß˙ś˙Ż˙ LBLGUI:RemoteIPDesc RTS ­˙š˙’˙˙‹˙š˙ß˙ś˙Ż˙ LBLGUI:SaveCamera RTSŹ˙ž˙‰˙š˙ß˙œ˙ž˙’˙š˙˙ž˙ß˙–˙‘˙ß˙˙š˙˙“˙ž˙†˙Œ˙ LBL GUI:UseCamera RTSŞ˙Œ˙š˙ß˙Œ˙ž˙‰˙š˙›˙ß˙œ˙ž˙’˙š˙˙ž˙ß˙–˙‘˙ß˙˙š˙˙“˙ž˙†˙Œ˙ LBL Mouse:Windows RTS¨˙–˙‘˙›˙˙ˆ˙Œ˙ß˙ź˙Š˙˙Œ˙˙˙ LBL Mouse:W3D RTS ¨˙Ě˙ť˙ß˙ź˙Š˙˙Œ˙˙˙ LBL Mouse:Poly RTSŻ˙˙“˙†˙˜˙˙‘˙ß˙ź˙Š˙˙Œ˙˙˙ LBL Mouse:DX8 RTS ť˙§˙Ç˙ß˙ź˙Š˙˙Œ˙˙˙ LBL Mouse:Heal RTS ¸˙š˙‹˙ß˙ˇ˙š˙ž˙“˙š˙›˙ LBLMouse:GetRepaired RTS ¸˙š˙‹˙ß˙­˙š˙˙ž˙–˙˙š˙›˙ LBL Mouse:Dock RTSť˙˙œ˙”˙ LBLMouse:DoRepair RTS­˙š˙˙ž˙–˙˙ LBLMouse:ResumeConstruction RTS­˙š˙Œ˙Š˙’˙š˙ß˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBL Mouse:Enter RTSş˙‘˙‹˙š˙˙ LBLMouse:SetRallyPoint RTSŹ˙š˙‹˙ß˙­˙ž˙“˙“˙†˙ß˙Ż˙˙–˙‘˙‹˙ LBLMouse:DisguiseAsVehicle RTSť˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙ž˙Œ˙ß˙Ť˙—˙–˙Œ˙Ţ˙ LBL Mouse:Invalid RTSś˙ą˙Š˙ž˙ł˙ś˙ť˙ LBLMouse:FireFlame RTS˝˙Š˙˙‘˙ LBLMouse:FireFlashBang RTS š˙“˙ž˙Œ˙—˙ß˙˝˙ž˙‘˙˜˙ LBLMouse:FireTranqDarts RTS Ť˙˙ž˙‘˙Ž˙ß˙ť˙ž˙˙‹˙Œ˙ LBLMouse:FireStunBullets RTS Ź˙‹˙Š˙‘˙ß˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLMouse:MakeCarBomb RTS ˛˙ž˙”˙š˙ß˙ź˙ž˙˙˙˙’˙˙ LBL Mouse:Hijack RTSˇ˙–˙•˙ž˙œ˙”˙ LBLMouse:FireBomb RTS š˙–˙˙š˙ß˙ő˙ß˙˝˙˙’˙˙ LBLMouse:Defector RTS˛˙ž˙”˙š˙ß˙ő˙ß˙ť˙š˙™˙š˙œ˙‹˙˙˙ LBLMouse:CaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLMouse:DisableVehicleHack RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ LBLMouse:StealCashHack RTS Ź˙‹˙š˙ž˙“˙ß˙ź˙ž˙Œ˙—˙ LBLMouse:SnipeVehicle RTS Ź˙‘˙–˙˙š˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ LBLMouse:DisableBuildingHack RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLMouse:LaserGuidedMissiles RTSł˙ž˙Œ˙š˙˙ß˙¸˙Š˙–˙›˙š˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLMouse:TankHunterTNTAttack RTS Ť˙ą˙Ť˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLMouse:A10ThunderboltStrike RTSž˙Î˙Ď˙Ň˙Ź˙‹˙˙–˙”˙š˙ß˙ł˙˙œ˙ž˙‹˙–˙˙‘˙ LBLMouse:StabAttack RTSŹ˙‹˙ž˙˙ LBLMouse:PlaceRemoteCharge RTSŻ˙“˙ž˙œ˙š˙ß˙­˙š˙’˙˙‹˙š˙ß˙ź˙—˙ž˙˙˜˙š˙ LBLMouse:PlaceTimedCharge RTSŻ˙“˙ž˙œ˙š˙ß˙Ť˙–˙’˙š˙›˙ß˙ź˙—˙ž˙˙˜˙š˙ LBLMouse:RepairVehicles RTSŮ˙ş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ LBLMouse:Demoralize RTS ť˙š˙’˙˙˙ž˙“˙–˙…˙š˙ LBLMouse:PickUpPrisoner RTSŻ˙–˙œ˙”˙ß˙Ş˙˙ß˙Ż˙˙–˙Œ˙˙‘˙š˙˙ LBL Mouse:Return RTS­˙š˙‹˙Š˙˙‘˙ LBLMouse:PlaceBeacon RTS Ż˙“˙ž˙œ˙š˙ß˙˝˙š˙ž˙œ˙˙‘˙ LBLSCRIPT:TestString RTS Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙‹˙š˙Œ˙‹˙ß˙Œ˙‹˙˙–˙‘˙˜˙Ó˙ß˙›˙Š˙›˙š˙ LBLSCRIPT:LongTestString RTSdŤ˙—˙–˙Œ˙ß˙–˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙š˙ž˙“˙“˙†˙ß˙“˙˙‘˙˜˙ß˙‹˙š˙Œ˙‹˙ß˙Œ˙‹˙˙–˙‘˙˜˙Ó˙ß˙›˙Š˙›˙š˙Ń˙ß˙ś˙‹˙ß˙’˙ž˙”˙š˙Œ˙ß˙Œ˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙›˙ß˙ˆ˙˙ž˙˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙Œ˙˙ž˙œ˙–˙‘˙˜˙ß˙ˆ˙˙˙”˙Œ˙ LBLSCIENCE:GeneralName RTS Ă˙ş˙‘˙‹˙š˙˙ß˙ą˙ž˙’˙š˙Á˙ LBLSCIENCE:SkillPoints RTSŹ˙”˙–˙“˙“˙ß˙Ż˙˙–˙‘˙‹˙Œ˙Ĺ˙ß˙Ú˙›˙ LBL SCIENCE:Rank RTSł˙š˙‰˙š˙“˙ß˙Ú˙›˙ LBLSCIENCE:TempName RTS¸˙–˙‰˙š˙ß˙˛˙†˙ß˙Ź˙œ˙–˙š˙‘˙œ˙š˙ß˙ž˙ß˙ą˙ž˙’˙š˙ LBLSCIENCE:TempDescription RTSVŻ˙“˙š˙ž˙Œ˙š˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙™˙–˙“˙“˙ß˙˙Š˙‹˙ß˙’˙†˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙–˙‘˙ß˙Ź˙œ˙–˙š˙‘˙œ˙š˙Ń˙–˙‘˙–˙Ţ˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙ž˙ß˙˙Š˙‘˙œ˙—˙ LBLSCIENCE:USAPaladin RTS Ż˙ž˙“˙ž˙›˙–˙‘˙ß˙Ť˙ž˙‘˙”˙ LBLSCIENCE:USAPathFinder RTS Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙ LBLSCIENCE:USAStealthFighter RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ LBLSCIENCE:USASpyDrone RTS Ź˙˙†˙ß˙ť˙˙˙‘˙š˙ LBLSCIENCE:USAParaDrop1 RTS Ż˙ž˙˙ž˙ß˙ť˙˙˙˙ß˙Î˙ LBLSCIENCE:USAParaDrop2 RTS Ż˙ž˙˙ž˙ß˙ť˙˙˙˙ß˙Í˙ LBLSCIENCE:USAParaDrop3 RTS Ż˙ž˙˙ž˙ß˙ť˙˙˙˙ß˙Ě˙ LBLSCIENCE:USAA10Strike1 RTS ž˙Î˙Ď˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙Î˙ LBLSCIENCE:USAA10Strike2 RTS ž˙Î˙Ď˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙Í˙ LBLSCIENCE:USAA10Strike3 RTS ž˙Î˙Ď˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙Ě˙ LBLSCIENCE:USADaisyCutter RTS š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLSCIENCE:ChinaNukeLauncher RTS ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLSCIENCE:ChinaRedGuardTraining RTS­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:ChinaClusterMines RTS ź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙‘˙š˙Œ˙ LBLSCIENCE:ChinaArtilleryTraining RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:ChinaArtilleryBarrage RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˝˙ž˙˙˙ž˙˜˙š˙ß˙Î˙ LBLSCIENCE:ChinaArtilleryBarrage2 RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˝˙ž˙˙˙ž˙˜˙š˙ß˙Í˙ LBLSCIENCE:ChinaArtilleryBarrage3 RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˝˙ž˙˙˙ž˙˜˙š˙ß˙Ě˙ LBLSCIENCE:ChinaCashHack1 RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ß˙Î˙ LBLSCIENCE:ChinaCashHack2 RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ß˙Í˙ LBLSCIENCE:ChinaCashHack3 RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ß˙Ě˙ LBLSCIENCE:ChinaEMPPulse RTS ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ LBLSCIENCE:GLAHijacker RTSˇ˙–˙•˙ž˙œ˙”˙š˙˙ LBLSCIENCE:GLASCUDLauncher RTS Ź˙ź˙Ş˙ť˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ LBLSCIENCE:GLAMaruaderTank RTS ˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBLSCIENCE:GLATechnicalTraining RTSŤ˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:GLARebelAmbush1 RTS­˙š˙˙š˙“˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙Î˙ LBLSCIENCE:GLARebelAmbush2 RTS­˙š˙˙š˙“˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙Í˙ LBLSCIENCE:GLARebelAmbush3 RTS­˙š˙˙š˙“˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙Ě˙ LBLSCIENCE:GLACashBounty1 RTS ź˙ž˙Œ˙—˙ß˙˝˙˙Š˙‘˙‹˙†˙ß˙Î˙ LBLSCIENCE:GLACashBounty2 RTS ź˙ž˙Œ˙—˙ß˙˝˙˙Š˙‘˙‹˙†˙ß˙Í˙ LBLSCIENCE:GLACashBounty3 RTS ź˙ž˙Œ˙—˙ß˙˝˙˙Š˙‘˙‹˙†˙ß˙Ě˙ LBLSCIENCE:GLAAnthraxBomb RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:Demoralize RTS ť˙š˙’˙˙˙ž˙“˙–˙…˙š˙ LBLCONTROLBAR:CIAIntelligence RTS ś˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙Ů˙œ˙š˙ LBLCONTROLBAR:CombatDrop RTS Ů˙ź˙˙’˙˙ž˙‹˙ß˙ť˙˙˙˙ LBLCONTROLBAR:Guard RTSŮ˙¸˙Š˙ž˙˙›˙ LBLCONTROLBAR:GuardWithoutPursuit RTS ¸˙Š˙ž˙˙›˙ß˙Ů˙ź˙“˙˙Œ˙š˙ LBLCONTROLBAR:GuardFlyingUnitsOnly RTS ¸˙Š˙ž˙˙›˙ß˙ž˙–˙Ů˙˙ LBLCONTROLBAR:AttackMove RTS Ů˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˛˙˙‰˙š˙ LBLCONTROLBAR:Stop RTSŮ˙Ź˙‹˙˙˙ LBLCONTROLBAR:Waypoints RTS ¨˙ž˙†˙˙˙–˙‘˙Ů˙‹˙ LBLCONTROLBAR:CancelBuild RTS Ů˙ź˙ž˙‘˙œ˙š˙“˙ß˙˝˙Š˙–˙“˙›˙ LBLCONTROLBAR:Contaminate RTS Ů˙ź˙˙‘˙‹˙ž˙’˙–˙‘˙ž˙‹˙š˙ LBLCONTROLBAR:FireWall RTS Ů˙š˙–˙˙š˙ß˙¨˙ž˙“˙“˙ LBLCONTROLBAR:UpgradeGLAArmTheMob RTS ž˙˙’˙ß˙‹˙—˙š˙ß˙Ů˙˛˙˙˙ LBL-CONTROLBAR:UpgradeChinaOverlordGattlingCannon RTS¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ů˙ź˙ž˙‘˙‘˙˙‘˙ LBL.CONTROLBAR:UpgradeChinaOverlordPropagandaTower RTSŻ˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ů˙Ť˙˙ˆ˙š˙˙ LBL+CONTROLBAR:UpgradeChinaOverlordBattleBunker RTS˝˙ž˙‹˙‹˙“˙š˙ß˙Ů˙˝˙Š˙‘˙”˙š˙˙ LBLCONTROLBAR:FireBomb RTS Ů˙š˙–˙˙š˙ß˙˝˙˙’˙˙ LBL CONTROLBAR:UnderConstructionDesc RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ĺ˙ß˙Ú˙Ń˙Ď˙™˙Ú˙Ú˙ LBLCONTROLBAR:OCLTimerDesc RTSŤ˙–˙’˙š˙ß˙Ş˙‘˙‹˙–˙“˙ß˙ą˙š˙‡˙‹˙ß˙ť˙˙˙˙Ĺ˙ß˙Ú˙›˙Ĺ˙Ú˙›˙ LBL"CONTROLBAR:OCLTimerDescWithPadding RTSŤ˙–˙’˙š˙ß˙Ş˙‘˙‹˙–˙“˙ß˙ą˙š˙‡˙‹˙ß˙ť˙˙˙˙Ĺ˙ß˙Ú˙›˙Ĺ˙Ď˙Ú˙›˙ LBL(CONTROLBAR:InitiateBattlePlanBombardment RTSŮ˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Ż˙“˙ž˙‘˙ LBL(CONTROLBAR:InitiateBattlePlanHoldTheLine RTSˇ˙Ů˙˙“˙›˙ß˙Ť˙—˙š˙ß˙ł˙–˙‘˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Ż˙“˙ž˙‘˙ LBL-CONTROLBAR:InitiateBattlePlanSearchAndDestroy RTSŹ˙š˙ž˙˙œ˙—˙ß˙ž˙‘˙›˙ß˙Ů˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Ż˙“˙ž˙‘˙ LBLCONTROLBAR:TempDescription RTS\Ż˙“˙š˙ž˙Œ˙š˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙™˙–˙“˙“˙ß˙˙Š˙‹˙ß˙’˙†˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙–˙‘˙ß˙ź˙˙’˙’˙ž˙‘˙›˙˝˙Š˙‹˙‹˙˙‘˙Ń˙–˙‘˙–˙Ţ˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙ž˙ß˙˙Š˙‘˙œ˙—˙ LBL!CONTROLBAR:CleanupAreaDescription RTSTž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙œ˙“˙š˙ž˙‘˙Œ˙ß˙Š˙˙ß˙˙–˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙–˙‘˙ß˙ž˙˙š˙ž˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBL(CONTROLBAR:ConstructAmericaCommandCenter RTSŮ˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL%CONTROLBAR:ConstructAmericaPowerPlant RTSź˙˙“˙›˙ß˙š˙Š˙Œ˙–˙˙‘˙ß˙Ů˙­˙š˙ž˙œ˙‹˙˙˙ LBL#CONTROLBAR:ConstructAmericaBarracks RTS Ů˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL'CONTROLBAR:ConstructAmericaSupplyCenter RTSŹ˙Ů˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCONTROLBAR:ConstructAmericaWall RTSŹ˙š˙œ˙Š˙˙–˙‹˙†˙ß˙Ů˙š˙š˙‘˙œ˙š˙ LBL%CONTROLBAR:ConstructAmericaWarFactory RTS ¨˙Ů˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBL0CONTROLBAR:ConstructAmericaGuardianControlCenter RTS¸˙Š˙ž˙˙›˙–˙ž˙‘˙ß˙ő˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:ConstructAmericaPatriotBattery RTSŻ˙ž˙‹˙˙–˙˙‹˙ß˙Ů˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBL/CONTROLBAR:ConstructAmericaParticleCannonUplink RTSŮ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL)CONTROLBAR:ConstructAmericaStrategyCenter RTSŹ˙‹˙˙ž˙‹˙š˙˜˙Ů˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:ConstructAmericaSupplyDropZone RTSŹ˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ů˙Ľ˙˙‘˙š˙ LBL(CONTROLBAR:ConstructAmericaDetentionCamp RTSŮ˙ť˙š˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙ž˙’˙˙ LBL'CONTROLBAR:ConstructAmericaTankCrusader RTS Ů˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ LBL&CONTROLBAR:ConstructAmericaTankPaladin RTSŮ˙Ż˙ž˙“˙ž˙›˙–˙‘˙ LBL)CONTROLBAR:ConstructAmericaInfantryRanger RTS­˙ž˙‘˙Ů˙˜˙š˙˙ LBLCONTROLBAR:Evacuate RTS ş˙Ů˙‰˙ž˙œ˙Š˙ž˙‹˙š˙ LBL!CONTROLBAR:ExecuteRailedTransport RTS Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBLCONTROLBAR:TransportExit RTSş˙‡˙–˙‹˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBL$CONTROLBAR:ConstructGLACommandCenter RTSŮ˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCONTROLBAR:ConstructGLADemoTrap RTS Ů˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBLCONTROLBAR:ConstructGLABarracks RTS Ů˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL"CONTROLBAR:ConstructGLASupplyStash RTS Ź˙Ů˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBL'CONTROLBAR:ConstructGLABurningBarricade RTSŮ˙˝˙Š˙˙‘˙–˙‘˙˜˙ß˙˝˙ž˙˙˙–˙œ˙ž˙›˙š˙ LBL!CONTROLBAR:ConstructGLAArmsDealer RTS Ů˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL&CONTROLBAR:ConstructChinaCommandCenter RTSŮ˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL#CONTROLBAR:ConstructChinaPowerPlant RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙Ů˙­˙š˙ž˙œ˙‹˙˙˙ LBL!CONTROLBAR:ConstructChinaBarracks RTS Ů˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL%CONTROLBAR:ConstructChinaSupplyCenter RTSŹ˙Ů˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL%CONTROLBAR:ConstructChinaConcreteWall RTSź˙˙‘˙œ˙˙š˙‹˙š˙ß˙¨˙ž˙Ů˙“˙“˙ LBL#CONTROLBAR:ConstructChinaWarFactory RTS ¨˙Ů˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBL CONTROLBAR:ConstructAmericaDozer RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙Ů˙ť˙˙…˙š˙˙ LBLCONTROLBAR:ConstructGLAWorker RTS¨˙˙˙Ů˙”˙š˙˙ LBLCONTROLBAR:ConstructChinaDozer RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙Ů˙ť˙˙…˙š˙˙ LBL#CONTROLBAR:ConstructGLATankScorpion RTS Ů˙Ź˙œ˙˙˙˙–˙˙‘˙ LBL#CONTROLBAR:ConstructGLATankMarauder RTSŮ˙˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBL)CONTROLBAR:ConstructGLAVehicleRocketBuggy RTS ­˙˙œ˙”˙š˙‹˙ß˙Ů˙˝˙Š˙˜˙˜˙†˙ LBL&CONTROLBAR:ConstructGLAVehicleRadarVan RTS ­˙ž˙›˙ž˙˙ß˙Ů˙Š˙ž˙‘˙ LBL%CONTROLBAR:ConstructChinaTankOverlord RTS Ů˙°˙‰˙š˙˙“˙˙˙›˙ LBL%CONTROLBAR:ConstructChinaTankGattling RTSŮ˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙ LBL$CONTROLBAR:ConstructGLAInfantryRebel RTS­˙š˙Ů˙˙š˙“˙ LBL)CONTROLBAR:ConstructChinaInfantryRedguard RTS ­˙š˙›˙ß˙Ů˙¸˙Š˙ž˙˙›˙ LBL)CONTROLBAR:ConstructAmericaVehicleChinook RTSŮ˙ź˙—˙–˙‘˙˙˙”˙ LBL)CONTROLBAR:ConstructGLAVehicleSupplyTruck RTS Ź˙Š˙˙˙“˙†˙ß˙Ů˙Ť˙˙Š˙œ˙”˙ LBL+CONTROLBAR:ConstructChinaVehicleSupplyTruck RTS Ź˙Š˙˙˙“˙†˙ß˙Ů˙Ť˙˙Š˙œ˙”˙ LBL$CONTROLBAR:ConstructAmericaJetRaptor RTS­˙ž˙˙Ů˙‹˙˙˙ LBL$CONTROLBAR:ConstructAmericaJetAurora RTSž˙Š˙˙˙˙ž˙ß˙Ů˙˝˙˙’˙˙š˙˙ LBL,CONTROLBAR:ConstructAmericaJetStealthFighter RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙Ů˙š˙–˙˜˙—˙‹˙š˙˙ LBL,CONTROLBAR:ConstructAmericaVehicleStarlifter RTS Ź˙‹˙ž˙˙“˙–˙™˙‹˙š˙˙ LBL*CONTROLBAR:ConstructAmericaVehicleComanche RTS Ů˙ź˙˙’˙ž˙‘˙œ˙—˙š˙ LBL2CONTROLBAR:ConstructAmericaInfantryMissileDefender RTSŮ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ť˙š˙™˙š˙‘˙›˙š˙˙ LBL-CONTROLBAR:ConstructAmericaInfantryPathfinder RTS Ů˙Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙ LBL0CONTROLBAR:ConstructAmericaInfantryColonelBurton RTSź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙Ů˙‘˙ LBL0CONTROLBAR:ConstructAmericaInfantryBiohazardTech RTS˝˙–˙˙—˙ž˙…˙ž˙˙›˙ß˙Ť˙š˙œ˙—˙ LBL*CONTROLBAR:ConstructAmericaVehicleTomahawk RTS Ů˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ LBL'CONTROLBAR:ConstructAmericaVehicleMedic RTS Ů˙ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙ LBL(CONTROLBAR:ConstructAmericaVehicleHumvee RTSˇ˙Š˙’˙Ů˙‰˙š˙š˙ LBL-CONTROLBAR:ConstructAmericaVehicleBattleDrone RTS Ů˙˝˙ž˙‹˙‹˙“˙š˙ß˙ť˙˙˙‘˙š˙ LBL,CONTROLBAR:ConstructAmericaVehicleScoutDrone RTS Ź˙œ˙˙Š˙‹˙ß˙Ů˙ť˙˙˙‘˙š˙ LBLCONTROLBAR:ConstructChinaJetMIG RTS˛˙–˙Ů˙¸˙ LBL+CONTROLBAR:ConstructChinaInfantryBlackLotus RTS Ů˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBL+CONTROLBAR:ConstructChinaInfantryTankHunter RTS Ů˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ LBL-CONTROLBAR:ConstructChinaInfantrySecretPolice RTSŹ˙š˙œ˙˙š˙‹˙ß˙ő˙ß˙Ż˙˙“˙–˙œ˙š˙ LBL'CONTROLBAR:ConstructChinaInfantryHacker RTSˇ˙Ů˙ž˙œ˙”˙š˙˙ LBLCONTROLBAR:ConstructChinaBunker RTS˝˙Š˙‘˙Ů˙”˙š˙˙ LBL)CONTROLBAR:ConstructChinaPropagandaCenter RTSŮ˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL!CONTROLBAR:ConstructChinaAirfield RTS ž˙–˙˙ß˙Ů˙š˙–˙š˙“˙›˙ LBL#CONTROLBAR:ConstructAmericaAirfield RTS ž˙–˙˙ß˙Ů˙š˙–˙š˙“˙›˙ LBL'CONTROLBAR:ConstructChinaGattlingCannon RTSŮ˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL/CONTROLBAR:ConstructChinaNuclearMissileLauncher RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙Ů˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL%CONTROLBAR:ConstructChinaSpeakerTower RTSŹ˙˙š˙ž˙”˙š˙˙ß˙Ů˙Ť˙˙ˆ˙š˙˙ LBL-CONTROLBAR:ConstructChinaVehicleInfernoCannon RTSŮ˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL,CONTROLBAR:ConstructChinaVehicleNukeLauncher RTS ą˙Ů˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL,CONTROLBAR:ConstructChinaVehicleTroopCrawler RTSŮ˙Ť˙˙˙˙˙ß˙ź˙˙ž˙ˆ˙“˙š˙˙ LBL$CONTROLBAR:ConstructChinaTankSeismic RTSŹ˙š˙–˙Œ˙’˙–˙œ˙ß˙ő˙ß˙Ť˙ž˙‘˙”˙ LBL#CONTROLBAR:ConstructChinaTankDragon RTS Ů˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ LBL/CONTROLBAR:ConstructChinaVehiclePropagandaBlimp RTS Ż˙˙˙˙ß˙ő˙ß˙˝˙“˙–˙’˙˙ LBL(CONTROLBAR:ConstructGLAInfantryTerrorist RTS Ů˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ LBL)CONTROLBAR:ConstructGLAInfantryRPGTrooper RTS ­˙Ż˙Ů˙¸˙ß˙Ť˙˙˙˙˙š˙˙ LBL$CONTROLBAR:ConstructGLATunnelNetwork RTSŤ˙Š˙‘˙‘˙š˙“˙ß˙Ů˙ą˙š˙‹˙ˆ˙˙˙”˙ LBLCONTROLBAR:ConstructGLAPalace RTSŮ˙Ż˙ž˙“˙ž˙œ˙š˙ LBL"CONTROLBAR:ConstructGLABlackMarket RTS ˝˙“˙ž˙œ˙”˙ß˙Ů˙˛˙ž˙˙”˙š˙‹˙ LBL"CONTROLBAR:ConstructGLAStingerSite RTS Ź˙Ů˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙ LBL CONTROLBAR:ConstructGLAScudStorm RTS Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙Ů˙˙˙’˙ LBLCONTROLBAR:ConstructGLAPrison RTSŻ˙Ů˙˙–˙Œ˙˙‘˙ LBL(CONTROLBAR:ConstructGLAVehicleToxinTruck RTSŤ˙˙‡˙–˙‘˙ß˙Ť˙˙Ů˙ž˙œ˙‹˙˙˙ LBL'CONTROLBAR:ConstructGLATankBattleMaster RTS Ů˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ LBL'CONTROLBAR:ConstructGLAVehicleTechnical RTS Ů˙Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ LBL'CONTROLBAR:ConstructGLAInfantryHijacker RTS ˇ˙Ů˙–˙•˙ž˙œ˙”˙š˙˙ LBL)CONTROLBAR:ConstructGLAInfantryJarmenKell RTS Ů˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBL'CONTROLBAR:ConstructGLAInfantryAngryMob RTS ž˙‘˙˜˙˙Ů˙†˙ß˙˛˙˙˙ LBL(CONTROLBAR:ConstructGLAVehicleQuadCannon RTS Ž˙Ů˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL'CONTROLBAR:ConstructGLAVehicleBombTruck RTS ˝˙Ů˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ LBL*CONTROLBAR:ConstructGLAVehicleScudLauncher RTSŹ˙ź˙Ş˙ť˙ß˙Ů˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ LBL)CONTROLBAR:UpgradeAmericaAdvancedTraining RTSŮ˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBL#CONTROLBAR:UpgradeAmericaDroneArmor RTS ť˙Ů˙˙˙‘˙š˙ß˙ž˙˙’˙˙˙ LBLCONTROLBAR:UpgradeChinaMines RTS Ů˙ł˙ž˙‘˙›˙ß˙˛˙–˙‘˙š˙Œ˙ LBLCONTROLBAR:UpgradeAmericaRadar RTSŮ˙­˙ž˙›˙ž˙˙ LBL$CONTROLBAR:UpgradeAmericaScoutDrones RTS Ź˙Ů˙œ˙˙Š˙‹˙ß˙ť˙˙˙‘˙š˙Œ˙ LBL,CONTROLBAR:UpgradeAmericaAdvancedControlRods RTS Ů˙ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ LBL&CONTROLBAR:UpgradeAmericaLaserMissiles RTSŮ˙ł˙ž˙Œ˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL"CONTROLBAR:UpgradeAmericaExtraFuel RTS ş˙‡˙‹˙˙ž˙ß˙Ů˙š˙Š˙š˙“˙ LBL)CONTROLBAR:UpgradeAmericaFlashBangGrenade RTSŮ˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙¸˙˙š˙‘˙ž˙›˙š˙Œ˙ LBL'CONTROLBAR:UpgradeAmericaCompositeArmor RTSź˙˙’˙Ů˙˙˙Œ˙–˙‹˙š˙ß˙ž˙˙’˙˙˙ LBL.CONTROLBAR:UpgradeAmericaTomahawkRemoteControl RTSź˙˙Š˙–˙Œ˙š˙ß˙Ů˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL%CONTROLBAR:UpgradeAmericaAircraftFuel RTSž˙–˙˙ß˙š˙Š˙š˙“˙ LBL#CONTROLBAR:UpgradeAmericaTOWMissile RTS Ť˙°˙¨˙ß˙˛˙Ů˙–˙Œ˙Œ˙–˙“˙š˙ LBL$CONTROLBAR:UpgradeComancheRocketPods RTS ­˙˙œ˙”˙š˙‹˙ß˙Ů˙Ż˙˙›˙Œ˙ LBL CONTROLBAR:UpgradeAmericaRailGun RTS ­˙ž˙–˙“˙ß˙ő˙ß˙¸˙Š˙‘˙ LBLCONTROLBAR:UpgradeChinaRadar RTS­˙Ů˙ž˙›˙ž˙˙ LBL"CONTROLBAR:UpgradeChinaNationalism RTS Ů˙ą˙ž˙‹˙–˙˙‘˙ž˙“˙–˙Œ˙’˙ LBL&CONTROLBAR:UpgradeChinaAntiTankGrenade RTSŮ˙ž˙‘˙‹˙–˙Ň˙Ť˙ž˙‘˙”˙ß˙¸˙˙š˙‘˙ž˙›˙š˙Œ˙ LBL"CONTROLBAR:UpgradeChinaVehicleHack RTS Ů˙Š˙š˙—˙–˙œ˙“˙š˙ß˙ˇ˙ž˙œ˙”˙ LBL CONTROLBAR:UpgradeChinaIRGoggles RTS Ů˙ś˙­˙ß˙¸˙˙˜˙˜˙“˙š˙Œ˙ LBL"CONTROLBAR:UpgradeChinaBlackNapalm RTS ˝˙“˙ž˙œ˙”˙ß˙Ů˙ą˙ž˙˙ž˙“˙’˙ LBL CONTROLBAR:UpgradeChinaChainGuns RTS Ů˙ź˙—˙ž˙–˙‘˙ß˙¸˙Š˙‘˙Œ˙ LBL*CONTROLBAR:UpgradeChinaSubliminalMessaging RTSŹ˙Š˙Ů˙˙“˙–˙’˙–˙‘˙ž˙“˙ß˙˛˙š˙Œ˙Œ˙ž˙˜˙–˙‘˙˜˙ LBL$CONTROLBAR:UpgradeChinaUraniumShells RTSŮ˙Ş˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL#CONTROLBAR:UpgradeChinaNuclearTanks RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙Ů˙Ť˙ž˙‘˙”˙Œ˙ LBL"CONTROLBAR:UpgradeChinaStunBullets RTS Ź˙‹˙Š˙‘˙ß˙Ů˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLCONTROLBAR:UpgradeGLARadar RTSŮ˙­˙ž˙›˙ž˙˙ LBL!CONTROLBAR:UpgradeGLARadarVanScan RTS ­˙ž˙›˙ž˙˙ß˙Ź˙Ů˙œ˙ž˙‘˙ LBL#CONTROLBAR:UpgradeGLAScorpionRocket RTSŹ˙œ˙˙˙˙–˙˙‘˙ß˙­˙˙œ˙Ů˙”˙š˙‹˙ LBLCONTROLBAR:UpgradeGLABuggyAmmo RTS ˝˙Š˙˜˙˜˙†˙ß˙Ů˙ž˙’˙’˙˙ LBL%CONTROLBAR:UpgradeGLABombTruckBioBomb RTS Ů˙˝˙–˙˙˝˙˙’˙˙Œ˙ LBLCONTROLBAR:DisguiseAsVehicle RTSŮ˙ť˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙ž˙Œ˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ LBL/CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb RTSˇ˙–˙˜˙—˙ß˙ş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙˝˙Ů˙˙’˙˙ LBL CONTROLBAR:UpgradeGLAAnthraxBeta RTS Ů˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙š˙‹˙ž˙ LBL CONTROLBAR:UpgradeGLAToxinShells RTS Ů˙Ť˙˙‡˙–˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLCONTROLBAR:UpgradeGLAJunkRepair RTS Ů˙ľ˙Š˙‘˙”˙ß˙­˙š˙˙ž˙–˙˙ LBLCONTROLBAR:UpgradeGLAAPBullets RTS ž˙Ż˙ß˙Ů˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLCONTROLBAR:UpgradeGLAAPRockets RTS ž˙Ż˙ß˙Ů˙­˙˙œ˙”˙š˙‹˙Œ˙ LBLCONTROLBAR:UpgradeGLACamouflage RTS Ů˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ LBLCONTROLBAR:UpgradeGLATranqDarts RTS Ů˙Ť˙˙ž˙‘˙Ž˙ß˙ť˙ž˙˙‹˙Œ˙ LBLCONTROLBAR:SetRallyPoint RTS Ů˙­˙ž˙“˙“˙†˙ß˙Ż˙˙–˙‘˙‹˙ LBLCONTROLBAR:Sell RTSŹ˙š˙“˙“˙ LBLCONTROLBAR:Overcharge RTS Ů˙°˙‰˙š˙˙œ˙—˙ž˙˙˜˙š˙ LBLCONTROLBAR:DragonFlame RTSš˙Ů˙“˙ž˙’˙š˙ LBLCONTROLBAR:PickUpPrisoner RTSŮ˙Ż˙–˙œ˙”˙ß˙Ş˙˙ß˙ő˙ß˙Ż˙˙–˙Œ˙˙‘˙š˙˙ LBLCONTROLBAR:ReturnToPrison RTSŮ˙­˙š˙‹˙Š˙˙‘˙ LBLCONTROLBAR:FireRocket RTS Ů˙š˙–˙˙š˙ß˙­˙˙œ˙”˙š˙‹˙ LBLCONTROLBAR:AnthraxWarhead RTSž˙Ů˙‘˙‹˙—˙˙ž˙‡˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ LBLCONTROLBAR:ExplosiveWarhead RTSş˙‡˙Ů˙˙“˙˙Œ˙–˙‰˙š˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ LBLCONTROLBAR:Fire20mmCannon RTSŮ˙š˙–˙˙š˙ß˙Í˙Ď˙’˙’˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLCONTROLBAR:FireAntiTankMissiles RTSš˙–˙˙š˙ß˙Ů˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLCONTROLBAR:FireRocketPods RTS š˙–˙˙š˙ß˙Ů˙­˙˙œ˙”˙š˙‹˙Œ˙ LBLCONTROLBAR:FireNapalmMissile RTS š˙–˙˙š˙ß˙Ů˙ą˙ž˙˙ž˙“˙’˙ LBLCONTROLBAR:DaisyCutter RTSš˙Š˙š˙“˙ß˙ž˙–˙˙ß˙Ů˙˝˙˙’˙˙ LBLCONTROLBAR:NeutronMissile RTSŮ˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLCONTROLBAR:ScudStorm RTS Ź˙ź˙Ů˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBLCONTROLBAR:NapalmStrike RTSŮ˙ą˙ž˙˙ž˙“˙’˙ß˙Ź˙‹˙˙–˙”˙š˙ LBL&CONTROLBAR:A10ThunderboltMissileStrike RTSŮ˙ž˙Î˙Ď˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙‹˙˙–˙”˙š˙ LBLCONTROLBAR:CashHack RTS Ů˙ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ LBLCONTROLBAR:Ambush RTSŮ˙ž˙’˙˙Š˙Œ˙—˙ LBLCONTROLBAR:BlackMarketNuke RTS˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ß˙ő˙ß˙ą˙Š˙”˙š˙ LBLCONTROLBAR:AnthraxBomb RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙Ů˙˝˙˙’˙˙ LBLCONTROLBAR:Paradrop RTS Ż˙ž˙˙ž˙›˙˙Ů˙˙˙ LBLCONTROLBAR:CarpetBomb RTS ź˙ž˙˙˙š˙Ů˙‹˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:ClusterMines RTSź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙Ů˙–˙‘˙š˙Œ˙ LBLCONTROLBAR:EMPPulse RTS ş˙˛˙Ż˙ß˙Ż˙Ů˙Š˙“˙Œ˙š˙ LBLCONTROLBAR:ArtilleryBarrage RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ů˙˝˙ž˙˙˙ž˙˜˙š˙ LBLCONTROLBAR:CrateDrop RTS ź˙˙ž˙‹˙š˙ß˙ő˙ß˙ť˙˙˙˙ LBLCONTROLBAR:SpySatellite RTSŮ˙Ź˙˙†˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ LBLCONTROLBAR:SpyDrone RTS Ź˙˙Ů˙†˙ß˙ť˙˙˙‘˙š˙ LBLCONTROLBAR:RadarVanScan RTS ­˙ž˙›˙ž˙˙ß˙Ź˙Ů˙œ˙ž˙‘˙ LBLCONTROLBAR:Defector RTS Ů˙ť˙š˙™˙š˙œ˙‹˙˙˙ LBLCONTROLBAR:Bayonet RTSŮ˙˝˙ž˙†˙˙‘˙š˙‹˙ LBLCONTROLBAR:SniperAttack RTSŹ˙Ů˙‘˙–˙˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:CaptureBuilding RTSŮ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLCONTROLBAR:DisableVehicleHack RTS Ů˙Š˙š˙—˙–˙œ˙“˙š˙ß˙ˇ˙ž˙œ˙”˙ LBLCONTROLBAR:StealCashHack RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙Ů˙”˙ LBLCONTROLBAR:InternetHack RTSˇ˙ž˙œ˙”˙ß˙Ů˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ LBLCONTROLBAR:DisableBuildingHack RTSŮ˙ť˙–˙Œ˙ž˙˙“˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLCONTROLBAR:CarBomb RTS Ů˙ź˙ž˙˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:Hijack RTSˇ˙–˙Ů˙•˙ž˙œ˙”˙ LBLCONTROLBAR:TNTAttack RTS Ů˙Ť˙ą˙Ť˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:Requirements RTS ­˙š˙Ž˙Š˙–˙˙š˙Œ˙Ĺ˙ß˙Ú˙Œ˙ LBLCONTROLBAR:LaserMissileAttack RTSŮ˙ł˙ž˙Œ˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:KnifeAttack RTS Ů˙´˙‘˙–˙™˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:ClimbCliff RTS Ů˙ź˙“˙–˙’˙˙ß˙ź˙“˙–˙™˙™˙ LBLCONTROLBAR:TimedDemoCharge RTSŮ˙Ť˙–˙’˙š˙›˙ß˙ť˙š˙’˙˙ß˙ź˙—˙ž˙˙˜˙š˙ LBLCONTROLBAR:RemoteDemoCharge RTSŮ˙­˙š˙’˙˙‹˙š˙ß˙ť˙š˙’˙˙ß˙ź˙—˙ž˙˙˜˙š˙ LBLCONTROLBAR:DetonateCharges RTSŮ˙ť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ź˙—˙ž˙˙˜˙š˙Œ˙ LBLCONTROLBAR:DetonateNuke RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙Ů˙ą˙Š˙”˙š˙ LBLCONTROLBAR:ManualControl RTSŮ˙˛˙ž˙‘˙Š˙ž˙“˙ß˙ź˙˙‘˙‹˙˙˙“˙ LBLCONTROLBAR:ProximityFuse RTSŮ˙Ż˙˙˙‡˙–˙’˙–˙‹˙†˙ß˙š˙Š˙Œ˙š˙ LBLCONTROLBAR:Detonate RTS Ů˙ť˙š˙‹˙˙‘˙ž˙‹˙š˙Ţ˙ LBLCONTROLBAR:EmergencyRepair RTSŮ˙ş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ LBL#CONTROLBAR:FireParticleUplinkCannon RTSŮ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLCONTROLBAR:Options RTS ś˙‘˙Ň˙¸˙ž˙’˙š˙ß˙˛˙š˙‘˙Š˙ LBLCONTROLBAR:OptionsDescription RTS"Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙š˙‘˙ß˙Š˙˙ß˙‹˙—˙š˙ß˙ś˙‘˙Ň˙¸˙ž˙’˙š˙ß˙˛˙š˙‘˙Š˙ LBLCONTROLBAR:IdleWorker RTS ś˙›˙“˙š˙ß˙¨˙˙˙”˙š˙˙ LBL CONTROLBAR:IdleWorkerDescription RTS$ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙–˙›˙“˙š˙ß˙ˆ˙˙˙”˙š˙˙ LBLCONTROLBAR:Beacon RTS˝˙š˙ž˙œ˙˙‘˙ LBLCONTROLBAR:BeaconDescription RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙˙“˙ž˙œ˙š˙ß˙ž˙ß˙˙š˙ž˙œ˙˙‘˙ LBLCONTROLBAR:Communicator RTS ź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙˙˙ LBL"CONTROLBAR:CommunicatorDescription RTS'ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙˙˙š˙‘˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙˙˙ LBLCONTROLBAR:AmbulanceCleanupArea RTS Ů˙ź˙“˙š˙ž˙‘˙ß˙Ť˙˙‡˙–˙‘˙Œ˙ LBLRADAR:UnitUnderAttack RTSŞ˙‘˙–˙‹˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLRADAR:StructureUnderAttack RTSŹ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLRADAR:UnderAttack RTS Ş˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLRADAR:Infiltration RTSş˙‘˙š˙’˙†˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙–˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLUPGRADE:AdvancedTraining RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLUPGRADE:AmericaLaserMissiles RTSž˙’˙š˙˙–˙œ˙ž˙ß˙ł˙ž˙Œ˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL UPGRADE:Mines RTS ł˙ž˙‘˙›˙ß˙˛˙–˙‘˙š˙Œ˙ LBL UPGRADE:Radar RTS­˙ž˙›˙ž˙˙ LBLUPGRADE:OverlordGattlingCannon RTS°˙‰˙š˙˙“˙˙˙›˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLUPGRADE:OverlordPropagandaTower RTS°˙‰˙š˙˙“˙˙˙›˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ LBLUPGRADE:OverlordBattleBunker RTS°˙‰˙š˙˙“˙˙˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙‘˙”˙š˙˙ LBLUPGRADE:ControlRods RTS ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ LBLUPGRADE:ScoutDrone RTS Ź˙œ˙˙Š˙‹˙ß˙ť˙˙˙‘˙š˙ LBLUPGRADE:BattleDrone RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙ť˙˙˙‘˙š˙ LBLUPGRADE:RangerFlashBangGrenade RTS­˙ž˙‘˙˜˙š˙˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙¸˙˙š˙‘˙ž˙›˙š˙Œ˙ LBLUPGRADE:HoverTank RTS ˇ˙˙‰˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBLUPGRADE:TomahawkRemoteControl RTSź˙˙Š˙–˙Œ˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLUPGRADE:AircraftFuel RTS ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙š˙Š˙š˙“˙ LBLUPGRADE:LaserMissiles RTSł˙ž˙Œ˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLUPGRADE:TOWMissile RTS Ť˙°˙¨˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLUPGRADE:ComancheRocketPods RTSź˙˙’˙ž˙‘˙œ˙—˙š˙ß˙­˙˙œ˙”˙š˙‹˙ß˙Ż˙˙›˙Œ˙ LBLUPGRADE:RailGun RTS­˙ž˙–˙“˙ß˙¸˙Š˙‘˙ LBLUPGRADE:Nationalism RTS ą˙ž˙‹˙–˙˙‘˙ž˙“˙–˙Œ˙’˙ LBLUPGRADE:AntiTankGrenade RTSž˙‘˙‹˙–˙Ň˙Ť˙ž˙‘˙”˙ß˙¸˙˙š˙‘˙ž˙›˙š˙Œ˙ LBLUPGRADE:VehicleHack RTS Š˙š˙—˙–˙œ˙“˙š˙ß˙ˇ˙ž˙œ˙”˙ LBLUPGRADE:IRGoggles RTSś˙‘˙™˙˙ž˙˙š˙›˙ß˙¸˙˙˜˙˜˙“˙š˙Œ˙ LBLUPGRADE:BlackNapalm RTS ˝˙“˙ž˙œ˙”˙ß˙ą˙ž˙˙ž˙“˙’˙ LBLUPGRADE:ChainGuns RTS ź˙—˙ž˙–˙‘˙ß˙¸˙Š˙‘˙Œ˙ LBLUPGRADE:SubliminalMessaging RTSŹ˙Š˙˙“˙–˙’˙–˙‘˙ž˙“˙ß˙˛˙š˙Œ˙Œ˙ž˙˜˙–˙‘˙˜˙ LBLUPGRADE:UraniumShells RTSŞ˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLUPGRADE:NuclearTanks RTS ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ LBLUPGRADE:StunBullets RTS Ź˙‹˙Š˙‘˙ß˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLUPGRADE:TranqDarts RTS Ť˙˙ž˙‘˙Ž˙Ń˙ß˙ť˙ž˙˙‹˙Œ˙ LBLUPGRADE:APBullets RTS ž˙Ż˙ß˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLUPGRADE:BioBomb RTS˝˙–˙˙Ň˙˝˙˙’˙˙ LBLUPGRADE:HighExplosiveBomb RTSˇ˙–˙˜˙—˙Ň˙ş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙˝˙˙’˙˙ LBLUPGRADE:ArmTheMob RTS ž˙˙’˙ß˙Ť˙—˙š˙ß˙˛˙˙˙ LBLUPGRADE:ScorpionRocket RTSŹ˙œ˙˙˙˙–˙˙‘˙ß˙­˙˙œ˙”˙š˙‹˙ LBL$UPGRADE:SCUDLauncherExplosiveWarhead RTSş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ LBL"UPGRADE:SCUDLauncherAnthraxWarhead RTSž˙‘˙‹˙—˙˙ž˙‡˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ LBLUPGRADE:BuggyAmmo RTS­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ß˙ž˙’˙’˙˙ LBLUPGRADE:AnthraxBeta RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙š˙‹˙ž˙ LBLUPGRADE:ToxinShells RTS Ť˙˙‡˙–˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLUPGRADE:JunkRepair RTS ľ˙Š˙‘˙”˙ß˙­˙š˙˙ž˙–˙˙ LBLUPGRADE:Camouflage RTS ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ LBLUPGRADE:CompositeArmor RTSź˙˙’˙˙˙Œ˙–˙‹˙š˙ß˙ž˙˙’˙˙˙ LBL OBJECT:Beacon RTS˝˙š˙ž˙œ˙˙‘˙ LBL OBJECT:Dam RTSť˙ž˙’˙ LBLOBJECT:CommandCenter RTSź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:ColdFusionReactor RTSź˙˙“˙›˙ß˙š˙Š˙Œ˙–˙˙‘˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLOBJECT:NuclearReactor RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLOBJECT:DemoTrap RTS ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBLOBJECT:PowerPlant RTS Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙ LBLOBJECT:DetentionCamp RTSť˙š˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙ž˙’˙˙ LBLOBJECT:StrategyCenter RTSŹ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:Airfield RTS ž˙–˙˙ß˙š˙–˙š˙“˙›˙ LBLOBJECT:SupplyCenter RTS Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:AmericaSupplyDropZone RTSŹ˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙ LBLOBJECT:SupplyStash RTS Ź˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBLOBJECT:Barracks RTS˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBLOBJECT:BlackMarket RTS ˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ LBLOBJECT:WarFactory RTS ¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLOBJECT:ArmsDealer RTS ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBLOBJECT:AmmoCache RTS ž˙’˙’˙˙ß˙ź˙ž˙œ˙—˙š˙ LBLOBJECT:AmphibiousTransport RTSž˙’˙˙—˙–˙˙–˙˙Š˙Œ˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBLOBJECT:AutoFerry RTSž˙Š˙‹˙˙’˙˙˙–˙“˙š˙ß˙š˙š˙˙˙†˙ LBLOBJECT:TrainGuide RTS Ť˙˙ž˙–˙‘˙ß˙¸˙Š˙–˙›˙š˙ LBLOBJECT:AngryMob RTS ž˙‘˙˜˙˙†˙ß˙˛˙˙˙ LBLOBJECT:TankHunter RTS Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ LBLOBJECT:Apartment RTS ž˙˙ž˙˙‹˙’˙š˙‘˙‹˙ LBLOBJECT:ChemicalFactory RTSź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLOBJECT:GovBuilding RTS¸˙˙‰˙š˙˙‘˙’˙š˙‘˙‹˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:TechHospital RTS6ˇ˙˙Œ˙˙–˙‹˙ž˙“˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙ž˙“˙“˙˙ˆ˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙ž˙Š˙‹˙˙ß˙—˙š˙ž˙“˙ LBLOBJECT:ApartmentComplex RTSž˙˙ž˙˙‹˙’˙š˙‘˙‹˙ß˙ź˙˙’˙˙“˙š˙‡˙ LBLOBJECT:SpyPost RTSŹ˙˙†˙ß˙Ż˙˙Œ˙‹˙ LBLOBJECT:SupplyPile RTS Ź˙Š˙˙˙“˙†˙ß˙Ż˙–˙“˙š˙ LBLOBJECT:TrainStation RTS Ť˙˙ž˙–˙‘˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLOBJECT:TechRadioStation RTS ­˙ž˙›˙–˙˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLOBJECT:TechOilDerrick RTS2°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙™˙Š˙‘˙›˙Œ˙ LBL OBJECT:Arcade RTSž˙˙œ˙ž˙›˙š˙ LBL OBJECT:Aurora RTS ž˙Š˙˙˙˙ž˙ß˙˝˙˙’˙˙š˙˙ LBLOBJECT:A10Thunderbolt RTSž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙ LBLOBJECT:AVPOWTRUCK RTS Ż˙°˙¨˙ß˙Ť˙˙Š˙œ˙”˙ LBL OBJECT:B52 RTS˝˙Ę˙Í˙ LBL OBJECT:BMW RTSź˙ž˙˙ LBL OBJECT:Bank RTS˝˙ž˙‘˙”˙ LBLOBJECT:BarnCoop RTS ˝˙ž˙˙‘˙ß˙ź˙˙˙˙ LBLOBJECT:BarnShed RTS ˝˙ž˙˙‘˙ß˙Ź˙—˙š˙›˙ LBL OBJECT:Barrel RTS˝˙ž˙˙˙š˙“˙ LBLOBJECT:BattleDrone RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:BattleMaster RTS ˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ LBLOBJECT:Battleship RTS ˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ LBL OBJECT:BigRig RTS˝˙–˙˜˙ß˙­˙–˙˜˙ LBLOBJECT:BikeRack RTS ˝˙–˙”˙š˙ß˙­˙ž˙œ˙”˙ LBLOBJECT:Billboard RTS ˝˙–˙“˙“˙˙˙ž˙˙›˙ LBL OBJECT:Bird RTS˝˙–˙˙›˙ LBLOBJECT:BombTruck RTS ˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:Boulders RTS˝˙˙Š˙“˙›˙š˙˙Œ˙ LBL OBJECT:Boxes RTS˝˙˙‡˙š˙Œ˙ LBLOBJECT:BrickWall RTS ˝˙˙–˙œ˙”˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:BrokenWall RTS ˝˙˙˙”˙š˙‘˙ß˙¨˙ž˙“˙“˙ LBL OBJECT:Bunker RTS˝˙Š˙‘˙”˙š˙˙ LBLOBJECT:BurningBarricade RTS˝˙Š˙˙‘˙–˙‘˙˜˙ß˙˝˙ž˙˙˙–˙œ˙ž˙›˙š˙ LBLOBJECT:Checkpoint RTS ź˙—˙š˙œ˙”˙˙˙–˙‘˙‹˙ LBLOBJECT:BusStop RTS˝˙Š˙Œ˙ß˙Ź˙‹˙˙˙ LBL OBJECT:Bush RTS˝˙Š˙Œ˙—˙ LBL OBJECT:Camaro RTSź˙ž˙˙ LBL OBJECT:CarBug RTSź˙ž˙˙ LBLOBJECT:CarSwatchEuro RTSź˙ž˙˙ LBLOBJECT:CargoLoadingCranes RTSź˙ž˙˙˜˙˙ß˙ł˙˙ž˙›˙–˙‘˙˜˙ß˙ź˙˙ž˙‘˙š˙Œ˙ LBLOBJECT:CargoNet RTS ź˙ž˙˙˜˙˙ß˙ą˙š˙‹˙ LBL OBJECT:Cart RTSź˙ž˙˙‹˙ LBLOBJECT:ChainLinkFence RTSź˙—˙ž˙–˙‘˙Ň˙“˙–˙‘˙”˙ß˙š˙š˙‘˙œ˙š˙ LBL OBJECT:Chalet RTSź˙—˙ž˙“˙š˙‹˙ LBLOBJECT:CheckPointCrossingGuard RTS ź˙—˙š˙œ˙”˙˙˙–˙‘˙‹˙ LBLOBJECT:Chinook RTSź˙—˙–˙‘˙˙˙”˙ LBL OBJECT:Church RTSź˙—˙Š˙˙œ˙—˙ LBL OBJECT:Clete RTSź˙“˙š˙ž˙‹˙ LBLOBJECT:ClothesLine RTS ź˙“˙˙‹˙—˙š˙Œ˙“˙–˙‘˙š˙ LBLOBJECT:Comanche RTSź˙˙’˙ž˙‘˙œ˙—˙š˙ LBLOBJECT:ComancheHull RTS ź˙˙’˙ž˙‘˙œ˙—˙š˙ß˙ˇ˙Š˙“˙“˙ LBLOBJECT:CompactCar RTS ź˙˙’˙˙ž˙œ˙‹˙ß˙ź˙ž˙˙ LBLOBJECT:Ambassador RTS ž˙’˙˙ž˙Œ˙Œ˙ž˙›˙˙˙ LBLOBJECT:Redguard RTS ­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ LBLOBJECT:ConstructionBarricade RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙˝˙ž˙˙˙–˙œ˙ž˙›˙š˙ LBLOBJECT:ConvenienceStore RTSź˙˙‘˙‰˙š˙‘˙–˙š˙‘˙œ˙š˙ß˙Ź˙‹˙˙˙š˙ LBLOBJECT:ConvoyTruck RTS ź˙˙‘˙‰˙˙†˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:Cottage RTSź˙˙‹˙‹˙ž˙˜˙š˙ LBL OBJECT:Crate RTSź˙˙ž˙‹˙š˙ LBLOBJECT:CrossingGuard RTSź˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙¸˙Š˙ž˙˙›˙ LBLOBJECT:Crusader RTSź˙˙Š˙Œ˙ž˙›˙š˙˙ LBLOBJECT:Paladin RTSŻ˙ž˙“˙ž˙›˙–˙‘˙ LBLOBJECT:DaisyCutterBomb RTS š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLOBJECT:BlackMarketNuke RTS˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ß˙ą˙Š˙”˙š˙ LBLOBJECT:ToxinTank RTS Ť˙˙‡˙–˙‘˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:AnthraxBomb RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ LBLOBJECT:CarpetBomb RTS ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙ LBLOBJECT:ClusterMinesBomb RTS ź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙‘˙š˙Œ˙ LBLOBJECT:EMPPulseBomb RTS ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ LBLOBJECT:NeutronMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:Dealership RTS ť˙š˙ž˙“˙š˙˙Œ˙—˙–˙˙ LBL OBJECT:Dirt RTSť˙–˙˙‹˙ LBL OBJECT:Docks RTSť˙˙œ˙”˙Œ˙ LBLOBJECT:DogwoodTree RTSŤ˙˙š˙š˙ LBL OBJECT:Dozer RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ť˙˙…˙š˙˙ LBL OBJECT:Dragon RTS ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:ElectricRetail RTSş˙“˙š˙œ˙‹˙˙–˙œ˙ß˙­˙š˙‹˙ž˙–˙“˙ LBLOBJECT:ElectricalTransformer RTSş˙“˙š˙œ˙‹˙˙–˙œ˙ž˙“˙ß˙Ť˙˙ž˙‘˙Œ˙™˙˙˙’˙š˙˙ LBLOBJECT:FireHydrant RTS š˙–˙˙š˙ß˙ˇ˙†˙›˙˙ž˙‘˙‹˙ LBLOBJECT:StructureMine RTS˛˙–˙‘˙š˙ LBLOBJECT:ClusterMine RTS˛˙–˙‘˙š˙ LBLOBJECT:FireStorm RTS š˙–˙˙š˙ß˙Ź˙‹˙˙˙’˙ LBLOBJECT:FlamingInfantry RTSš˙“˙ž˙’˙–˙‘˙˜˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLOBJECT:ToxicInfantry RTSŤ˙˙‡˙–˙œ˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLOBJECT:FoodCart RTS š˙˙˙›˙ß˙ź˙ž˙˙‹˙ LBLOBJECT:Fountain RTSš˙˙Š˙‘˙‹˙ž˙–˙‘˙ LBLOBJECT:FruitStand RTS š˙˙Š˙–˙‹˙ß˙Ź˙‹˙ž˙‘˙›˙ LBLOBJECT:Gargoyle RTS¸˙ž˙˙˜˙˙†˙“˙š˙ LBLOBJECT:GasStation RTS ¸˙ž˙Œ˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLOBJECT:GasStorageFacility RTS¸˙ž˙Œ˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLOBJECT:GattlingTank RTS ¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:GrassHut RTS ¸˙˙ž˙Œ˙Œ˙ß˙ˇ˙Š˙‹˙ LBL OBJECT:Gravel RTS¸˙˙ž˙‰˙š˙“˙ LBLOBJECT:FlashBangGrenade RTSš˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙¸˙˙š˙‘˙ž˙›˙š˙ LBLOBJECT:TankShell RTS Ť˙ž˙‘˙”˙ß˙Ź˙—˙š˙“˙“˙ LBL OBJECT:Rebel RTS­˙š˙˙š˙“˙ LBLOBJECT:JarmenKell RTS ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBLOBJECT:GuardTower RTS ¸˙Š˙ž˙˙›˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:GuardianControlCenter RTS¸˙Š˙ž˙˙›˙–˙ž˙‘˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:GuardianDrone RTS¸˙Š˙ž˙˙›˙–˙ž˙‘˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:BlackLotus RTS ˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBL OBJECT:Hanger RTSˇ˙ž˙‘˙˜˙ž˙˙ LBLOBJECT:HarvardsOffice RTS Ť˙˙ž˙Œ˙—˙ß˙˝˙–˙‘˙ LBL OBJECT:Hedge RTSˇ˙š˙›˙˜˙š˙ LBLOBJECT:HighwaySign RTS ˇ˙–˙˜˙—˙ˆ˙ž˙†˙ß˙Ź˙–˙˜˙‘˙ LBLOBJECT:Hijacker RTSˇ˙–˙•˙ž˙œ˙”˙š˙˙ LBLOBJECT:AngryMobNexus RTS Ă˙Ă˙ž˙ą˙¸˙­˙Ś˙ß˙˛˙Ď˙˝˙Á˙Á˙ LBL OBJECT:Hotel RTSˇ˙˙‹˙š˙“˙ LBL OBJECT:Humvee RTSˇ˙Š˙’˙‰˙š˙š˙ LBLOBJECT:POWTruck RTS Ż˙°˙¨˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:IndustrialBuilding RTSś˙‘˙›˙Š˙Œ˙‹˙˙–˙ž˙“˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:InfernoCannon RTSś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:JapaneseLantern RTSľ˙ž˙˙ž˙‘˙š˙Œ˙š˙ß˙ł˙ž˙‘˙‹˙š˙˙‘˙ LBLOBJECT:JunkCar RTSľ˙Š˙‘˙”˙ß˙ź˙ž˙˙ LBL OBJECT:Limo RTSł˙–˙’˙˙ LBL OBJECT:Lumber RTSł˙Š˙’˙˙š˙˙ LBL OBJECT:MIG RTS˛˙–˙¸˙ LBLOBJECT:MailBox RTS˛˙ž˙–˙“˙˝˙˙‡˙ LBLOBJECT:ManHoleCover RTS ˛˙ž˙‘˙ˇ˙˙“˙š˙ß˙ź˙˙‰˙š˙˙ LBLOBJECT:MapleTree RTSŤ˙˙š˙š˙ LBLOBJECT:MarketVendor RTS ˛˙ž˙˙”˙š˙‹˙ß˙Š˙š˙‘˙›˙˙˙ LBL OBJECT:Medic RTS ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙ LBLOBJECT:MegaMall RTS ˛˙š˙˜˙ž˙ß˙˛˙ž˙“˙“˙ LBLOBJECT:Missile RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:MissileTeam RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ť˙š˙™˙š˙‘˙›˙š˙˙ LBL OBJECT:Moat RTS˛˙˙ž˙‹˙ LBLOBJECT:MogadishuHighrise RTSˇ˙–˙˜˙—˙˙–˙Œ˙š˙ LBLOBJECT:NewsStand RTS ą˙š˙ˆ˙Œ˙ß˙Ź˙‹˙ž˙‘˙›˙ LBLOBJECT:NightClub RTS ą˙–˙˜˙—˙‹˙ß˙ź˙“˙Š˙˙ LBLOBJECT:NotAMosque RTSť˙˙’˙š˙ LBLOBJECT:NuclearMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:NukeLauncher RTS ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:ParticleCannon RTSŻ˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:OakTree RTSŤ˙˙š˙š˙ LBL OBJECT:Office RTS°˙™˙™˙–˙œ˙š˙ LBLOBJECT:OilDepot RTS °˙–˙“˙ß˙ť˙š˙˙˙‹˙ LBLOBJECT:OilRefinery RTS °˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ LBLOBJECT:OilTank RTS°˙–˙“˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:OldWoodenTelephonePole RTSŤ˙š˙“˙š˙˙—˙˙‘˙š˙ß˙Ż˙˙“˙š˙ LBLOBJECT:Outpost RTS°˙Š˙‹˙˙˙Œ˙‹˙ LBLOBJECT:Overlord RTS°˙‰˙š˙˙“˙˙˙›˙ LBL OBJECT:Palace RTSŻ˙ž˙“˙ž˙œ˙š˙ LBLOBJECT:PalmTree RTSŤ˙˙š˙š˙ LBLOBJECT:ParkBench RTS Ż˙ž˙˙”˙ß˙˝˙š˙‘˙œ˙—˙ LBLOBJECT:ParkGazebo RTS Ż˙ž˙˙”˙ß˙¸˙ž˙…˙š˙˙˙ LBLOBJECT:ParkPavillion RTS Ż˙ž˙˙”˙ß˙Ż˙ž˙‰˙–˙“˙–˙˙‘˙ LBLOBJECT:ParkingGarage RTSŻ˙ž˙˙”˙–˙‘˙˜˙ß˙¸˙ž˙˙ž˙˜˙š˙ LBLOBJECT:ParkingMeter RTS Ż˙ž˙˙”˙–˙‘˙˜˙ß˙˛˙š˙‹˙š˙˙ LBLOBJECT:Pathfinder RTS Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙ LBLOBJECT:PatriotBattery RTSŻ˙ž˙‹˙˙–˙˙‹˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBLOBJECT:GattlingCannon RTS¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:PatriotMissile RTSŻ˙ž˙‹˙˙–˙˙‹˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBLOBJECT:PhoneBooth RTS Ż˙—˙˙‘˙š˙ß˙˝˙˙˙‹˙—˙ LBLOBJECT:PineTree RTSŤ˙˙š˙š˙ LBLOBJECT:PoliceCar RTS Ż˙˙“˙–˙œ˙š˙ß˙ź˙ž˙˙ LBL OBJECT:Prison RTSŻ˙˙–˙Œ˙˙‘˙ LBLOBJECT:PropagandaBlimp RTS Ż˙˙˙˙Ń˙ß˙˝˙“˙–˙’˙˙ LBLOBJECT:PropagandaCenter RTSŻ˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL OBJECT:Pub RTS ¨˙ž˙‹˙š˙˙–˙‘˙˜˙ß˙ˇ˙˙“˙š˙ LBLOBJECT:QuadCannon RTS Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:QuonsetHut RTS Ž˙Š˙˙‘˙Œ˙š˙‹˙ß˙ˇ˙Š˙‹˙ LBLOBJECT:RailTie RTS­˙ž˙–˙“˙ß˙Ť˙–˙š˙ LBL OBJECT:Ranger RTS­˙ž˙‘˙˜˙š˙˙ LBL OBJECT:Raptor RTS­˙ž˙˙‹˙˙˙ LBLOBJECT:RaptorPilot RTSŻ˙–˙“˙˙‹˙ LBLOBJECT:Restaurant RTS ­˙š˙Œ˙‹˙ž˙Š˙˙ž˙‘˙‹˙ LBLOBJECT:RetailStore RTS ­˙š˙‹˙ž˙–˙“˙ß˙Ź˙‹˙˙˙š˙ LBLOBJECT:RiverHouse RTS ­˙–˙‰˙š˙˙ß˙ˇ˙˙Š˙Œ˙š˙ LBLOBJECT:RoadCone RTS ­˙˙ž˙›˙ß˙ź˙˙‘˙š˙ LBLOBJECT:RocketBuggy RTS ­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ LBLOBJECT:RadarVan RTS ­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙ LBLOBJECT:RocketBuggyDebris RTS­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ß˙ť˙š˙˙˙–˙Œ˙ LBLOBJECT:RocketBuggyMissile RTS­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:TomahawkMissile RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:SCUDMissile RTS Ź˙ź˙Ş˙ť˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:RangerTeamMissile RTS­˙ž˙‘˙˜˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL OBJECT:Rocks RTS­˙˙œ˙”˙Œ˙ LBLOBJECT:RopeCoil RTS ­˙˙˙š˙ß˙ź˙˙–˙“˙ LBL OBJECT:Rubble RTS­˙Š˙˙˙“˙š˙ LBLOBJECT:ColonelBurton RTSź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ LBL OBJECT:SUV RTSŹ˙Ş˙Š˙ LBLOBJECT:Schoolhouse RTS Ź˙œ˙—˙˙˙“˙—˙˙Š˙Œ˙š˙ LBLOBJECT:Scorpion RTSŹ˙œ˙˙˙˙–˙˙‘˙ LBLOBJECT:Marauder RTS ˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:ScoutDrone RTS Ź˙œ˙˙Š˙‹˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:SpyDrone RTS Ź˙˙†˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:ScrapCar RTS Ź˙œ˙˙ž˙˙ß˙ź˙ž˙˙ LBLOBJECT:ScudLauncher RTS Ź˙ź˙Ş˙ť˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ LBLOBJECT:ScudStorm RTS Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBLOBJECT:SecretLab RTS Ź˙š˙œ˙˙š˙‹˙ß˙ł˙ž˙˙ LBLOBJECT:SecretPolice RTS Ź˙š˙œ˙˙š˙‹˙ß˙Ż˙˙“˙–˙œ˙š˙ LBLOBJECT:SecurityFence RTSŹ˙š˙œ˙Š˙˙–˙‹˙†˙ß˙š˙š˙‘˙œ˙š˙ LBL OBJECT:Hacker RTSˇ˙ž˙œ˙”˙š˙˙ LBLOBJECT:Officer RTS°˙™˙™˙–˙œ˙š˙˙ LBL OBJECT:Agent RTSž˙˜˙š˙‘˙‹˙ LBL OBJECT:Sedan RTSŹ˙š˙›˙ž˙‘˙ LBLOBJECT:SeismicTank RTS Ź˙š˙–˙Œ˙’˙–˙œ˙ß˙Ť˙ž˙‘˙”˙ LBL OBJECT:Shack RTSŹ˙—˙ž˙œ˙”˙ LBLOBJECT:ShippingContainer RTSŹ˙—˙–˙˙˙–˙‘˙˜˙ß˙ź˙˙‘˙‹˙ž˙–˙‘˙š˙˙ LBLOBJECT:ShippingCrate RTSŹ˙—˙–˙˙˙–˙‘˙˜˙ß˙ź˙˙ž˙‹˙š˙ LBLOBJECT:SignalLights RTS Ź˙–˙˜˙‘˙ž˙“˙ß˙ł˙–˙˜˙—˙‹˙Œ˙ LBL OBJECT:Slide RTSŹ˙“˙–˙›˙š˙ LBLOBJECT:SovietBuilding RTS°˙“˙›˙ß˙°˙™˙™˙–˙œ˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:SovietGovtBuildingSmall RTS°˙“˙›˙ß˙¸˙˙‰˙‹˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:SovietRadioBuilding RTS°˙“˙›˙ß˙­˙ž˙›˙–˙˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:SpeakerTower RTS Ź˙˙š˙ž˙”˙š˙˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:SportCar RTS Ź˙˙˙˙‹˙Œ˙ß˙ź˙ž˙˙ LBLOBJECT:Sprinkler RTS Ź˙˙˙–˙‘˙”˙“˙š˙˙ LBLOBJECT:SpruceTree RTSŤ˙˙š˙š˙ LBLOBJECT:StanTallTower RTS Ť˙ž˙“˙“˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:Starlifter RTS Ź˙‹˙ž˙˙“˙–˙™˙‹˙š˙˙Í˙ LBLOBJECT:StatueAngel RTS ž˙‘˙˜˙š˙“˙ß˙Ź˙‹˙ž˙‹˙Š˙š˙ LBLOBJECT:StatueLenin RTSŹ˙‹˙ž˙‹˙Š˙š˙ LBLOBJECT:StatueRoman RTS ­˙˙’˙ž˙‘˙ß˙Ź˙‹˙ž˙‹˙Š˙š˙ LBLOBJECT:StealthFighter RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ LBLOBJECT:StingerSite RTS Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙ LBLOBJECT:StoneArch RTS Ź˙‹˙˙‘˙š˙ß˙ž˙˙œ˙—˙ LBLOBJECT:StoneWall RTS Ź˙‹˙˙‘˙š˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:PicketFence RTS Ż˙–˙œ˙”˙š˙‹˙ß˙š˙š˙‘˙œ˙š˙ LBLOBJECT:StopLight RTS Ź˙‹˙˙˙ß˙ł˙–˙˜˙—˙‹˙ LBLOBJECT:StreetLamp RTS Ź˙‹˙˙š˙š˙‹˙ß˙ł˙ž˙’˙˙ LBLOBJECT:StreetLight RTS Ź˙‹˙˙š˙š˙‹˙ß˙ł˙–˙˜˙—˙‹˙ LBLOBJECT:StreetSign RTS Ź˙‹˙˙š˙š˙‹˙ß˙Ź˙–˙˜˙‘˙ LBLOBJECT:SupplyTruck RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:SupplyWarehouse RTS Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙ LBL OBJECT:Swing RTSŹ˙ˆ˙–˙‘˙˜˙ LBLOBJECT:TVStation RTS Ť˙Š˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLOBJECT:TankTrap RTS Ť˙ž˙‘˙”˙ß˙Ť˙˙ž˙˙ LBLOBJECT:TankerTruck RTS Ť˙ž˙‘˙”˙š˙˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:TaxiCab RTSŤ˙ž˙‡˙–˙ß˙ź˙ž˙˙ LBLOBJECT:Technical RTS Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ LBL OBJECT:Tent RTSŤ˙š˙‘˙‹˙ LBLOBJECT:Terrorist RTS Ť˙š˙˙˙˙˙–˙Œ˙‹˙ LBL OBJECT:Tire RTSŤ˙–˙˙š˙ LBLOBJECT:TireObstacle RTS Ť˙–˙˙š˙ß˙°˙˙Œ˙‹˙ž˙œ˙“˙š˙ LBLOBJECT:Tollbooth RTS Ť˙˙“˙“˙ß˙˙˙˙‹˙—˙ LBLOBJECT:Tomahawk RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ LBLOBJECT:TownHouse RTS Ť˙˙ˆ˙‘˙—˙˙Š˙Œ˙š˙ LBLOBJECT:ToxinTruck RTS Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙ LBLOBJECT:TrashCan RTS Ť˙˙ž˙Œ˙—˙ß˙ź˙ž˙‘˙ LBLOBJECT:TrashDumpster RTS Ť˙˙ž˙Œ˙—˙ß˙˝˙–˙‘˙ LBLOBJECT:TrashPaper RTS Ť˙˙ž˙Œ˙—˙ß˙Ż˙ž˙˙š˙˙ LBLOBJECT:TrashPile RTS Ť˙˙ž˙Œ˙—˙ß˙Ż˙–˙“˙š˙ LBLOBJECT:TreeStump RTS Ť˙˙š˙š˙ß˙Ź˙‹˙Š˙’˙˙ LBLOBJECT:TroopCrawler RTS Ť˙˙˙˙˙ß˙ź˙˙ž˙ˆ˙“˙š˙˙ LBLOBJECT:TunnelDefender RTS ­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙ LBLOBJECT:TunnelNetwork RTSŤ˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBL OBJECT:Cave RTSź˙ž˙‰˙š˙ LBLOBJECT:GLAHole RTS¸˙ł˙ž˙ß˙ˇ˙˙“˙š˙ LBLOBJECT:GLARock RTS¸˙ł˙ž˙ß˙­˙˙œ˙”˙ LBLOBJECT:UNHumvee RTS Ş˙ą˙ß˙ˇ˙Š˙’˙‰˙š˙š˙ LBLOBJECT:UNSoldier RTS Ş˙ą˙ß˙Ź˙˙“˙›˙–˙š˙˙ LBLOBJECT:VendingMachine RTSŠ˙š˙‘˙›˙–˙‘˙˜˙ß˙˛˙ž˙œ˙—˙–˙‘˙š˙ LBL OBJECT:Wall RTS¨˙ž˙“˙“˙ LBLOBJECT:ConcreteWall RTS ź˙˙‘˙œ˙˙š˙‹˙š˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:WatchTower RTS ¨˙ž˙‹˙œ˙—˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:WaterPlant RTS ¨˙ž˙‹˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙ LBLOBJECT:WindMill RTS ¨˙–˙‘˙›˙ß˙˛˙–˙“˙“˙ LBLOBJECT:WoodBeams RTS ¨˙˙˙›˙ß˙˝˙š˙ž˙’˙Œ˙ LBLOBJECT:WoodTower RTS ¨˙˙˙›˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:WoodWall RTS ¨˙˙˙›˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:WoodenBarrels RTS¨˙˙˙›˙š˙‘˙ß˙˝˙ž˙˙˙š˙“˙Œ˙ LBL OBJECT:Worker RTS¨˙˙˙”˙š˙˙ LBL OBJECT:Birch RTSŤ˙˙š˙š˙ LBLOBJECT:Building RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:Cathedral RTS ź˙ž˙‹˙—˙š˙›˙˙ž˙“˙ LBLOBJECT:FarmHouse RTS š˙ž˙˙’˙ß˙ˇ˙˙Š˙Œ˙š˙ LBL OBJECT:Fir RTSŤ˙˙š˙š˙ LBL OBJECT:Garage RTS¸˙ž˙˙ž˙˜˙š˙ LBLOBJECT:OscarTheGrouch RTS ľ˙Š˙‘˙”˙ß˙ť˙š˙ž˙“˙š˙˙ LBL OBJECT:Pilot RTSŻ˙–˙“˙˙‹˙ LBL OBJECT:Pump RTSŻ˙Š˙’˙˙ LBL OBJECT:Shop RTSŹ˙—˙˙˙ LBLOBJECT:StingerMissile RTSŹ˙‹˙–˙‘˙˜˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:StingerSoldier RTSŹ˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙˙“˙›˙–˙š˙˙ LBLOBJECT:StorageTank RTS Ź˙‹˙˙˙ž˙˜˙š˙ß˙Ť˙ž˙‘˙”˙ LBL OBJECT:Well RTS¨˙š˙“˙“˙ LBLOBJECT:WineVat RTSŠ˙ž˙‹˙ LBLOBJECT:GenericMale RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBLOBJECT:GenericFemale RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBLOBJECT:MogadishuFemaleCivilian RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBLOBJECT:MogadishuMaleCivilian RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBL OBJECT:Crane RTSź˙˙ž˙‘˙š˙ LBLOBJECT:OceanCenter RTSź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:SoccerStadium RTSŹ˙˙œ˙œ˙š˙˙ß˙Ź˙‹˙ž˙›˙–˙Š˙’˙ LBLOBJECT:Ambulance RTS ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙ LBLOBJECT:AsianCar RTSź˙ž˙˙ LBLOBJECT:Backhoe RTS˝˙ž˙œ˙”˙—˙˙š˙ LBLOBJECT:LargeForklift RTSł˙ž˙˙˜˙š˙ß˙š˙˙˙”˙“˙–˙™˙‹˙ LBLOBJECT:SmallForklift RTSš˙˙˙”˙“˙–˙™˙‹˙ LBLOBJECT:CropDuster RTS ź˙˙˙˙ß˙ť˙Š˙Œ˙‹˙š˙˙ LBL OBJECT:Cessna RTSŻ˙“˙ž˙‘˙š˙ LBLOBJECT:ChickenTruck RTS ź˙—˙–˙œ˙”˙š˙‘˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:Combine RTSź˙˙’˙˙–˙‘˙š˙ LBLOBJECT:Eurovan RTSŠ˙ž˙‘˙ LBLOBJECT:EuroPoliceVan RTS Ż˙˙“˙–˙œ˙š˙ß˙Š˙ž˙‘˙ LBLOBJECT:Firetruck RTS š˙–˙˙š˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:FarmerTruck RTS š˙ž˙˙’˙š˙˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:AsianFishingBoat RTS š˙–˙Œ˙—˙–˙‘˙˜˙ß˙˝˙˙ž˙‹˙ LBLOBJECT:TourBus RTSŤ˙˙Š˙˙ß˙˝˙Š˙Œ˙ LBLOBJECT:FishingTrowler RTSš˙–˙Œ˙—˙–˙‘˙˜˙ß˙Ť˙˙ž˙ˆ˙“˙š˙˙ LBLOBJECT:WorkTruck RTS ¨˙˙˙”˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:TugBoat RTSŤ˙Š˙˜˙ß˙˝˙˙ž˙‹˙ LBLOBJECT:BioHazardTech RTS˝˙–˙˙Ň˙ˇ˙ž˙…˙ž˙˙›˙ß˙Ť˙š˙œ˙—˙‘˙–˙œ˙–˙ž˙‘˙ LBLOBJECT:MilitiaTank RTS ˛˙–˙“˙–˙‹˙–˙ž˙ß˙Ť˙ž˙‘˙”˙ LBLNetwork:PlayerDisconnected RTSÚ˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ LBLNetwork:PlayerLeftGame RTSÚ˙Œ˙ß˙—˙ž˙Œ˙ß˙“˙š˙™˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBL Network:Vote RTSŠ˙˙‹˙š˙ LBLNetwork:QuitGame RTS Ž˙Ş˙ś˙Ť˙ß˙¸˙ž˙˛˙ş˙ LBLMAP:AlpineAssault RTSž˙“˙˙–˙‘˙š˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBLMAP:AustrianAmbush RTS ˛˙ž˙˙”˙š˙‹˙ß˙¸˙ž˙˙›˙š˙‘˙ LBL MAP:Badlands RTS ť˙š˙Œ˙š˙˙‹˙ß˙š˙Š˙˙†˙ LBLMAP:BridgeBusters RTS ś˙˙˙‘˙ß˙ť˙˙ž˙˜˙˙‘˙ LBLMAP:KashmarKlash RTS¨˙ž˙Œ˙‹˙š˙“˙ž˙‘˙›˙ß˙¨˙ž˙˙“˙˙˙›˙Œ˙ LBL MAP:Oasis RTS ¸˙˙“˙›˙š˙‘˙ß˙°˙ž˙Œ˙–˙Œ˙ LBLMAP:ScorchedEarth RTSŹ˙œ˙˙˙œ˙—˙š˙›˙ß˙ş˙ž˙˙‹˙—˙ LBLMAP:SleepyHollow RTSˇ˙š˙ž˙˙‹˙“˙ž˙‘˙›˙ß˙Ź˙—˙–˙š˙“˙›˙ LBLMAP:SmalltownUSA RTSˇ˙˙’˙š˙“˙ž˙‘˙›˙ß˙ž˙“˙“˙–˙ž˙‘˙œ˙š˙ LBLMAP:TampicoTrauma RTS Ź˙–˙“˙š˙‘˙‹˙ß˙­˙–˙‰˙š˙˙ LBLMAP:WoodcrestCircle RTSš˙–˙‘˙ž˙“˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ LBLMAP:XinjiangBang RTS ¨˙–˙‘˙‹˙š˙˙ß˙¨˙˙“˙™˙ LBLAudio:Speakers0 RTS Í˙ß˙Ź˙˙š˙ž˙”˙š˙˙Œ˙ LBLAudio:Speakers1 RTS ˇ˙š˙ž˙›˙˙—˙˙‘˙š˙Œ˙ LBLAudio:Speakers2 RTSŹ˙Š˙˙˙˙Š˙‘˙›˙ß˙Ź˙˙Š˙‘˙›˙ LBLAudio:Speakers3 RTS Ë˙ß˙Ź˙˙š˙ž˙”˙š˙˙ LBLAudio:Speakers4 RTS Ę˙Ń˙Î˙ß˙Ź˙Š˙˙˙˙Š˙‘˙›˙ LBLAudio:Speakers5 RTS Č˙Ń˙Î˙ß˙Ź˙Š˙˙˙˙Š˙‘˙›˙ LBLMAP:CHI01ObjectiveText RTS@˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL MAP:CHI02Open RTS#ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ő˙ß˙ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙ß˙ź˙˙–˙Œ˙–˙Œ˙ LBLSCRIPT:CHI02AudioHolder01 RTSšĂ˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙“˙š˙™˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙™˙˙˙œ˙š˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙˜˙š˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ß˙Š˙˙ß˙‹˙˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙‘˙š˙ˆ˙ß˙˙˙›˙š˙˙Œ˙Ř˙ LBLSCRIPT:CHI02AudioHolder02 RTSˆĂ˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙ˆ˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙˜˙š˙‹˙ß˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ß˙Š˙˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙–˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙œ˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙›˙ž˙˙Ř˙ LBLSCRIPT:CHI02AudioHolder03 RTS˜Ă˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙ž˙“˙–˙‰˙š˙Ţ˙Ŕ˙Ţ˙ß˙¨˙š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙ˆ˙š˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙ß˙ˆ˙š˙‘˙‹˙ß˙›˙˙ˆ˙‘˙Ń˙ß˙¨˙š˙“˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙›˙ž˙‘˙˜˙š˙˙ß˙†˙š˙‹˙Ó˙ß˙Œ˙˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙˜˙š˙‹˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙Ř˙ LBLSCRIPT:CHI02AudioHolder04 RTSíĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙š˙–˙˙Œ˙‹˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ť˙—˙š˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙˙š˙ž˙œ˙‹˙˙˙Ó˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙ž˙˙š˙ß˙ž˙“˙“˙ß˙š˙Œ˙Œ˙š˙‘˙‹˙–˙ž˙“˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙‰˙–˙‰˙ž˙“˙Ó˙ß˙Œ˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ř˙ LBLSCRIPT:CHI02AudioHolder05 RTSĽĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙Ó˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ó˙ß˙š˙‡˙œ˙š˙˙‹˙ß˙™˙˙˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ß˙˙‘˙š˙ß˙‘˙˙ˆ˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙ž˙ß˙Œ˙Š˙˙˙“˙Š˙Œ˙ß˙˙ž˙Œ˙š˙Ň˙Ň˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ň˙Ň˙—˙š˙˙š˙Ř˙ LBLSCRIPT:CHI02AudioHolder06 RTSŤĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙œ˙˙‘˙›˙–˙‹˙–˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙–˙‘˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙˙’˙˙˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙˙ß˙™˙–˙˜˙—˙‹˙Ń˙ß˙¸˙š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder07 RTSĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ą˙˙ˆ˙i%i%(‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙œ˙˙‘˙›˙–˙‹˙–˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙–˙‘˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙˙’˙˙˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙˙ß˙™˙–˙˜˙—˙‹˙Ń˙ß˙¸˙š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙0j%0j%š˙›˙–˙ž˙‹˙š˙“˙†˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ř˙´j%´j%|Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLSCRIPT:CHI02AudioHolder08 RTS‚Ă˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ś˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙”˙š˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ß˙˙˙š˙˙ž˙‹˙–˙‘˙˜˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙‹˙˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙ž˙‘˙›˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙‹˙—˙š˙–˙˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder09 RTSĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙i%i%(‘˙ß˙”˙š˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ß˙˙˙š˙˙ž˙‹˙–˙‘˙˜˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙‹˙˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙ž˙‘˙›˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙‹˙—˙š˙–˙˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙Ń˙Ř˙ß˙ŕi%ŕi%Pš˙˙š˙ß˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙0j%0j%š˙›˙–˙ž˙‹˙š˙“˙†˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ř˙´j%´j%|Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLSCRIPT:CHI02AudioHolder10 RTSŁĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ž˙‘˙˙‹˙—˙š˙˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙—˙ž˙Œ˙ß˙“˙š˙™˙‹˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙ś˙Ř˙“˙“˙ß˙’˙ž˙˙”˙ß˙—˙–˙Œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙–˙‘˙ß˙˙š˙›˙Ń˙ß˙ˇ˙–˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ž˙˙š˙ß˙’˙ž˙˙”˙š˙›˙ß˙–˙‘˙ß˙†˙š˙“˙“˙˙ˆ˙Ń˙ß˙Ź˙‹˙˙˙ß˙—˙–˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder11 RTSVĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙Ň˙Ň˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙–˙‹˙Ţ˙Ř˙ LBLSCRIPT:CHI02AudioHolder12 RTSËĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙‹˙ž˙”˙š˙‘˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙—˙š˙›˙ß˙˙ž˙˙”˙–˙‘˙˜˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙—˙˙š˙ž˙‹˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder13 RTSŞĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙Š˙Œ˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ˇ˙’˙’˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙’˙Š˙œ˙—˙ß˙‹˙˙ß˙“˙˙˙”˙ß˙ž˙‹˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙’˙˙˙š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙–˙š˙Œ˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙‘˙š˙š˙›˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder14 RTSJĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙–˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙›˙Ń˙ß˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder15 RTSĐĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙‰˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙¸˙ł˙ž˙ß˙ž˙˙’˙˙˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙˙‰˙š˙Ń˙ß˙Ť˙—˙š˙†˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙œ˙˙’˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙Œ˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙ž˙Œ˙š˙ß˙Œ˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙–˙‘˙ß˙ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙Ń˙ß˙š˙–˙‘˙›˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙Ţ˙Ř˙ LBLSCRIPT:CHI02AudioHolder16 RTSÚĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙‹˙—˙š˙–˙˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙š˙’˙ß˙˙†˙ß˙‹˙—˙š˙ß˙˜˙˙š˙š˙‘˙ß˙˙˙…˙š˙ß˙‹˙—˙š˙†˙ß˙Œ˙˙˙ž˙†˙Ń˙ß˙´˙š˙š˙˙ß˙†˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙’˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙—˙˙š˙ž˙‹˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder17 RTS†Ă˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ą˙˙ˆ˙ß˙‹˙—˙š˙†˙ß˙Œ˙—˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder18 RTS|Ă˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¨˙ž˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙™˙˙˙œ˙š˙ß˙Š˙˙ß˙ž˙—˙š˙ž˙›˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙ž˙“˙“˙ß˙™˙˙˙ß˙ž˙‘˙ß˙ş˙˛˙Ż˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ó˙ß˙Œ˙‹˙ž˙‘˙›˙˙†˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder19 RTSaĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙Ť˙—˙ž˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙œ˙“˙š˙ž˙˙ß˙˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder20 RTSĂ˙ž˙Š˙‹˙˙š˙š˙˙˙†˙ß˙ź˙ž˙˙‹˙Ń˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙i%i% –˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙œ˙“˙š˙ž˙˙ß˙˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙œi%œi%”˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ó˙ß˙Œ˙‹˙ž˙‘˙›˙˙†˙Ń˙Ř˙Ť˙Ôi%Ôi%\Œ˙Ń˙Ř˙†˙či%či%H™˙ž˙‘˙‹˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙’˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙—˙˙š˙ž˙‹˙Ń˙Ř˙˙j%j% –˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ř˙´j%´j%|Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLSCRIPT:CHI02Box01 RTSěŞ˙Œ˙š˙ß˙‹˙—˙š˙ß˙ť˙°˙Ľ˙ş˙­˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙ź˙°˙˛˙˛˙ž˙ą˙ť˙ß˙ź˙ş˙ą˙Ť˙ş˙­˙ß˙ő˙ß˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙ź˙°˙˛˙˛˙ž˙ą˙ť˙ß˙ź˙ş˙ą˙Ť˙ş˙­˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ó˙ß˙ő˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙˙š˙˜˙–˙‘˙ß˙‹˙—˙š˙ß˙­˙ž˙ť˙ž˙­˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙›˙Ó˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙Œ˙œ˙˙š˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙š˙ž˙˙ß˙ő˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙“˙˙ˆ˙š˙˙Ň˙“˙š˙™˙‹˙Ň˙—˙ž˙‘˙›˙ß˙œ˙˙˙‘˙š˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ś˙‘˙‹˙š˙˙™˙ž˙œ˙š˙ LBLSCRIPT:CHI02Box02 RTSœą˙ş˙¨˙ß˙Ş˙ą˙ś˙Ť˙Ĺ˙ß˙ť˙­˙ž˙¸˙°˙ą˙ß˙Ť˙ž˙ą˙´˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙­˙ž˙¸˙°˙ą˙ß˙Ť˙ž˙ą˙´˙ß˙˙˙š˙ž˙‹˙—˙š˙Œ˙ß˙™˙–˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙›˙–˙Œ˙˙ž˙‹˙œ˙—˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ő˙ß˙š˙‰˙š˙‘˙ß˙–˙™˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBLMAP:CHI02Obj01 RTSw˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ž˙‘˙›˙ß˙–˙‹˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙—˙š˙›˙ß˙˙ž˙˙”˙–˙‘˙˜˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ő˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙—˙˙š˙ž˙‹˙ LBLMAP:CHI02Obj02 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:CHI02SecondaryObj01 RTSeŹ˙š˙œ˙˙‘˙›˙ž˙˙†˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙Ĺ˙ß˙ő˙ß˙Ź˙‹˙˙˙ß˙¸˙ł˙ž˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙™˙˙˙’˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ő˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙–˙‘˙ß˙›˙˙ˆ˙‘˙‹˙˙ˆ˙‘˙ß˙ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙ LBLMAP:CHI02SecondaryObj02 RTSDŹ˙š˙œ˙˙‘˙›˙ž˙˙†˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL MAP:CHI03Open RTS>Ť˙—˙˙š˙š˙ß˙¸˙˙˙˜˙š˙Œ˙ß˙ť˙ž˙’˙Ń˙Ń˙Ń˙ˇ˙Š˙˙š˙–˙ß˙Ż˙˙˙‰˙–˙‘˙œ˙š˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ő˙ß˙ž˙ß˙š˙“˙˙˙›˙ß˙˙™˙ß˙Š˙–˙˙“˙š˙‘˙œ˙š˙ LBL MAP:CHI03Obj1 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ť˙ž˙’˙ LBL MAP:CHI03Obj2 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL MAP:CHI03Obj3 RTS4˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙™˙š˙ž˙‹˙ß˙ž˙“˙“˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ LBLMAP:CHI03AudioHolder01 RTS_Ă˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙‹˙š˙˙ß˙“˙š˙‰˙š˙“˙ß˙—˙ž˙Œ˙ß˙›˙˙˙˙˙š˙›˙Ţ˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ţ˙Ř˙ LBL MAP:CHI06Open RTS3˝˙–˙Œ˙—˙”˙š˙”˙Ó˙ß˙ž˙“˙›˙ž˙Œ˙‹˙ž˙‘˙ß˙Ź˙Š˙˙œ˙ž˙˙–˙‹˙ž˙“˙ß˙ő˙ß˙ť˙š˙ž˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙Ť˙˙ž˙œ˙”˙Œ˙ LBL MAP:CHI06Obj1 RTSF˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙¸˙š˙‹˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙–˙›˙›˙“˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙˙˙–˙›˙˜˙š˙ LBL MAP:CHI07Open RTS0ť˙Š˙Œ˙—˙ž˙‘˙˙š˙Ó˙ß˙ž˙“˙›˙ž˙Œ˙‹˙ž˙‘˙ß˙ź˙ž˙˙–˙‹˙ž˙“˙ß˙ź˙–˙‹˙†˙ß˙ő˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙¨˙–˙‘˙‹˙š˙˙ LBLMAP:Demo58Open RTS&´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ť˙˛˙Ľ˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙˝˙“˙Š˙š˙ß˙ş˙ž˙˜˙“˙š˙ LBLMAP:Demo58End1 RTS˝˙ž˙‹˙‹˙“˙š˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙°˙™˙™˙Ň˙ł˙–˙‘˙š˙Ń˙Ń˙Ń˙ LBLMAP:Demo58End2 RTS5ź˙°˙˛˙˛˙ž˙ą˙ť˙ß˙ž˙ą˙ť˙ß˙ź˙°˙ą˙Ž˙Ş˙ş˙­˙ß˙¸˙ş˙ą˙ş˙­˙ž˙ł˙Ź˙ß˙ő˙ß˙ź˙°˙˛˙ś˙ą˙¸˙Ĺ˙ß˙ź˙ˇ˙­˙ś˙Ź˙Ť˙˛˙ž˙Ź˙ß˙Í˙Ď˙Ď˙Í˙ LBLMAP:Demo48Open RTS.˛˙ž˙…˙ž˙˙ß˙š˙˙š˙š˙ß˙š˙–˙˙š˙ß˙Ľ˙˙‘˙š˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙¨˙—˙–˙‹˙š˙ß˙´˙‘˙–˙˜˙—˙‹˙ LBLMAP:GLA02MapName RTSŻ˙–˙“˙“˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙Š˙–˙“˙“˙ž˙˜˙š˙ LBL MAP:GLA02Open RTS<Š˙–˙“˙“˙ž˙˜˙š˙Œ˙ß˙°˙Š˙‹˙Œ˙–˙›˙š˙ß˙ž˙“˙’˙ž˙‹˙†˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙ž˙–˙›˙ß˙Ź˙Š˙˙˙“˙–˙š˙Œ˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙ LBLMAP:GLA02ObjectiveText01 RTS6˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Ű˙Ë˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙–˙‘˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBLMAP:GLA021stThirdObjective RTS>š˙–˙˙Œ˙‹˙ß˙¸˙˙ž˙“˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Ű˙Í˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙˙†˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ş˙ą˙ß˙ź˙˙‘˙‰˙˙†˙Œ˙Ř˙ß˙œ˙˙ž˙‹˙š˙Œ˙ LBLMAP:GLA022ndThirdObjective RTSLŹ˙š˙œ˙˙‘˙›˙ß˙¸˙˙ž˙“˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Ű˙Ě˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙˙†˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙˙ž˙‹˙š˙Œ˙ß˙›˙˙˙˙˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙“˙ž˙‘˙š˙Œ˙ LBLMAP:GLA023rdThirdObjective RTS>š˙–˙‘˙ž˙“˙ß˙¸˙˙ž˙“˙Ĺ˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Ű˙Ë˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙–˙‘˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙˙†˙ß˙˙ž˙–˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ LBLMAP:GLA02CivBuildingHint RTSgŠ˙–˙“˙“˙ž˙˜˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙Œ˙‹˙˙˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙—˙˙’˙š˙Œ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙—˙˙’˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙š˙ž˙“˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙‹˙—˙š˙˙š˙ LBLMAP:GLA02CivKillHint RTS0Ť˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙˙Œ˙ß˙ž˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙˙Š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙Ź˙Ť˙°˙Ż˙ß˙Ť˙ˇ˙ş˙˛˙ LBLMAP:GLA02QuadsArrival RTSL­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙‹˙˙ß˙˙˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBLMAP:GLA02CrateReminder RTS%ź˙˙“˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙ž˙‹˙š˙Œ˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙ß˙†˙˙Š˙˙ß˙˜˙˙ž˙“˙ LBLMAP:GLA02MonkeyReminder RTS7Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙˙Š˙˙ß˙˜˙˙ž˙“˙ß˙–˙™˙ß˙†˙˙Š˙ß˙Œ˙˙š˙‘˙›˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ LBLMAP:GLA06MapName RTSž˙˙˙˙˙˙˙–˙ž˙‹˙š˙ß˙Ż˙˙–˙Œ˙˙‘˙Œ˙ LBL MAP:GLA06Open RTS[¨˙š˙Œ˙‹˙š˙˙‘˙ß˙Ź˙—˙˙˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙“˙ß˙Ź˙š˙ž˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ť˙˙‡˙–˙œ˙ß˙¨˙ž˙Œ˙‹˙š˙ß˙ź˙˙‘˙‹˙ž˙–˙‘˙’˙š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ť˙–˙Œ˙˙˙Œ˙ž˙“˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBLMAP:GLA06MissionObjective RTSJ˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙Ë˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙¨˙–˙˙š˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙›˙š˙™˙š˙‘˙›˙š˙˙Œ˙ LBLMAP:GLA06BunkerWarning RTSL¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ž˙˙š˙ß˙™˙˙ž˙˜˙–˙“˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙‰˙–˙˙“˙š˙‘˙‹˙“˙†˙ß˙ˆ˙—˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:GLA06BunkerDestroyed RTSM¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙™˙˙˙“˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ž˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙Š˙Œ˙ß˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBLMAP:GLA06BunkerRetaken RTS7Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙‹˙ž˙”˙š˙‘˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Ń˙ß˙Ť˙ž˙”˙š˙ß˙–˙‹˙ß˙˙ž˙œ˙”˙ß˙‘˙˙ˆ˙ LBLMAP:GLA06BunkerObjective RTS/Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙ˆ˙‘˙ß˙Ë˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBLMAP:GLA06KillEnemies RTSZŚ˙˙Š˙ß˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙˙š˙Ž˙Š˙–˙˙š˙›˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙ą˙˙ˆ˙ß˙ˆ˙–˙˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙†˙˙Š˙˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBLMAP:GLA06ScoutsInBase RTSBž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙Š˙Œ˙ß˙ő˙ß˙˝˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ LBLMAP:GLA06Only8Bunkers RTSSŚ˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙’˙˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙ˆ˙‘˙ß˙Ë˙ß˙‹˙˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBLMAP:GLA06Only6Bunkers RTSF°˙‘˙“˙†˙ß˙É˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙ő˙ß˙ś˙™˙ß˙Ě˙ß˙’˙˙˙š˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙–˙“˙ LBLMAP:GLA06Only4Bunkers RTS@¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ś˙™˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙Š˙‘˙”˙š˙˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙–˙“˙ LBLMAP:GLA07MapName RTS Ť˙˙˙•˙ž˙‘˙ß˙ˇ˙˙˙Œ˙š˙ LBL MAP:GLA07Open RTSCŹ˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙ą˙š˙ž˙˙ß˙ł˙š˙‘˙˜˙š˙˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙˙“˙–˙‘˙‹˙š˙˙ß˙ź˙š˙“˙“˙Ň˙ź˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙­˙š˙˜˙–˙˙‘˙ LBLSCRIPT:GLA07ChnTmr RTSź˙—˙–˙‘˙š˙Œ˙š˙ß˙š˙˙˙œ˙š˙Œ˙ß˙ž˙˙˙–˙‰˙š˙ß˙ś˙‘˙Ĺ˙ LBLMAP:GLA07ChineseArrival RTS-¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBLMAP:GLA07MissionObjective RTS*˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLMAP:GLA07ConvoyHint01 RTSiŹ˙‘˙š˙ž˙”˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙Ř˙ß˙˙ž˙Œ˙š˙ß˙ő˙ß˙°˙‘˙œ˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLMAP:GLA07ConvoyHint02 RTSa¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ś˙™˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Œ˙š˙š˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙ő˙ß˙ˆ˙–˙“˙“˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙ LBLMAP:GLA07ConvoyHint03 RTSp¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙˙™˙™˙ß˙“˙–˙’˙–˙‹˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ő˙ß˙ś˙™˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙ß˙‹˙—˙š˙’˙ß˙—˙š˙˙š˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ LBLMAP:GLA07ConvoyHint04 RTSU°˙˙›˙š˙˙ß˙‹˙—˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙Ř˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙™˙˙˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ LBLMAP:GLA07BaseKIACleanUp RTSXŤ˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙¨˙–˙˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBLMAP:GLA07ConvoyDetected RTSbž˙ł˙ş˙­˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙ő˙ß˙Ť˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙ˆ˙ß˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBL MAP:GLA03Open RTSCĽ˙—˙ž˙’˙˙Š˙“˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙Ň˙ź˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙ź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙Ż˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL MAP:USA01Open RTS-˛˙ž˙…˙ž˙˙ß˙š˙˙š˙š˙ß˙š˙–˙˙š˙ß˙Ľ˙˙‘˙š˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ź˙–˙“˙š˙‘˙‹˙ß˙ť˙ž˙ˆ˙‘˙ LBLSCRIPT:TrainingMove RTSßł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙Ń˙ß˙Ź˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Œ˙Ń˙ß˙¨˙–˙‹˙—˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‹˙˙ß˙˜˙–˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙ž˙ß˙’˙˙‰˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ń˙ß˙ł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙†˙˙Š˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLSCRIPT:TrainingCommand RTSŠŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙ž˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙ˇ˙š˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙Ť˙˙ß˙œ˙—˙˙˙Œ˙š˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙Œ˙—˙–˙‘˙˜˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙Š˙‹˙‹˙˙‘˙ LBLSCRIPT:TrainingExplor RTSçŤ˙—˙š˙ß˙š˙˙˜˙ß˙˙™˙ß˙¨˙ž˙˙ß˙ž˙˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙Œ˙—˙š˙›˙ß˙˙ž˙œ˙”˙ß˙˙†˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙‘˙š˙ˆ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙˙š˙ž˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙š˙˙˜˙ß˙Œ˙—˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙Ń˙ß˙ş˙‡˙˙“˙˙˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙˙š˙ž˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙ LBLSCRIPT:TrainingBarracks RTSŚ˙˙Š˙ß˙—˙äh%äh%L¨˙ž˙˙ß˙ž˙˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙Œ˙—˙š˙›˙ß˙˙ž˙œ˙”˙ß˙˙†˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙‘˙š˙ˆ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙˙š˙ž˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙š˙˙˜˙ß˙Œ˙—˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙Ń˙ß˙ş˙‡˙˙“˙˙˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙˙š˙ž˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙¨j%¨j%ˆ´j%´j%|Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLSCRIPT:TrainingPilots RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙š˙š˙›˙ß˙Œ˙˙üh%üh%4˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙Œ˙—˙š˙›˙ß˙˙ž˙œ˙”˙ß˙˙†˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙‘˙š˙ˆ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙˙š˙ž˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙š˙˙˜˙ß˙Œ˙—˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙Ń˙ß˙ş˙‡˙˙“˙˙˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙˙š˙ž˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙¨j%¨j%ˆ´j%´j%|Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLSCRIPT:TrainingSupply RTSôŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙ž˙ß˙Ş˙Ź˙ž˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙˙˙˙‰˙–˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‘˙š˙ˆ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ş˙ž˙œ˙—˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙ź˙—˙–˙‘˙˙˙”˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ LBLSCRIPT:TrainingDozer RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙ž˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙‘˙˙i%i%‹˙š˙˙Ń˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙˙˙˙‰˙–˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‘˙š˙ˆ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ş˙ž˙œ˙—˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙ź˙—˙–˙‘˙˙˙”˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙%Äj%Äj%l˙š˙ž˙‹˙Řj%Řj%X LBLSCRIPT:TrainingUnits RTSĘŚ˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ž˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙ LBLSCRIPT:TrainingPower RTSŚ˙˙Š˙ŕh%ŕh%P¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ž˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙pj%pj%Ŕ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙%Äj%Äj%l˙š˙ž˙‹˙Řj%Řj LBLSCRIPT:TrainingAbilities RTSYŹ˙˙’˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙–˙‹˙ß˙—˙ž˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙Œi%Œi%¤˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙pj%pj%Ŕ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙%Äj%Äj%l˙š˙ž˙‹˙Řj%Řj%X˙šk LBLSCRIPT:TrainingObjective RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙řh%řh%8ž˙“˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙–˙‹˙ß˙—˙ž˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙Œi%Œi%¤˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙pj%pj%Ŕ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙%Äj%Äj%l˙š˙ž˙‹˙Řj%Řj%X LBLSCRIPT:TrainingUrban RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙üh%üh%4ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙–˙‹˙ß˙—˙ž˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙Œi%Œi%¤˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙pj%pj%Ŕ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙%Äj%Äj%l˙š˙ž˙‹˙Řj%Řj%X LBLSCRIPT:TrainingTech RTSKź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙˙†˙ß˙†˙˙Š˙˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙Ń˙ß˙ˇ˙˙“˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙Œ˙š˙pi%pi%ŔŒ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙Œi%Œi%¤˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙pj%pj%Ŕ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙%Äj%Äj%l˙š˙ž˙‹˙Řj%Řj%X˙šk LBLSCRIPT:TrainingCrate RTSîź˙˙ž˙‹˙š˙Œ˙ß˙œ˙˙‘˙‹˙ž˙–˙‘˙ß˙˙˙‘˙Š˙Œ˙ß˙–˙‹˙š˙’˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙’˙’˙Š˙‘˙–˙‹˙–˙˙‘˙Ó˙ß˙ž˙˙’˙˙˙ß˙ž˙‘˙›˙ß˙˙‹˙—˙š˙˙ß˙–˙‹˙š˙’˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙™˙˙Š˙‘˙›˙ß˙–˙‘˙ß˙œ˙˙ž˙‹˙š˙Œ˙Ń˙ß˙°˙˙›˙š˙˙ß˙†˙˙Š˙˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙˙‘˙‹˙˙ß˙ž˙ß˙œ˙˙ž˙‹˙š˙ß˙‹˙˙ß˙˙˙š˙‘˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙š˙‘˙‹˙Œ˙ LBLSCRIPT:TrainingMissionObjective RTS3˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙¸˙ł˙ž˙ß˙˝˙–˙˙Ň˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLSCRIPT:TrainingOpeningObjective RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ł˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˝˙ž˙Œ˙š˙ LBLMAP:USA01Opening RTS)ś˙˙ž˙Ž˙–˙ß˙¨˙ž˙˙ß˙Ľ˙˙‘˙š˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙š˙–˙‘˙ž˙“˙ß˙ľ˙Š˙Œ˙‹˙–˙œ˙š˙ LBLMAP:USA01BahdadText RTSŹ˙–˙š˙˜˙š˙ß˙˙™˙ß˙˝˙ž˙˜˙—˙›˙ž˙›˙ß˙ő˙ß˙ť˙ž˙†˙ß˙Ě˙ LBLMAP:USA01ObjectiveText RTS*˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBL MAP:USA02Open RTS*ž˙“˙ß˙ˇ˙ž˙‘˙ž˙›˙Ó˙ß˙Ś˙š˙’˙š˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ť˙˙š˙ž˙Œ˙Š˙˙š˙ß˙ˇ˙Š˙‘˙‹˙ LBLMAP:USA02Objective1Text RTS*˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙­˙š˙Œ˙œ˙Š˙š˙ß˙ź˙ž˙˙‹˙Š˙˙š˙›˙ß˙Ż˙–˙“˙˙‹˙Œ˙ LBLMAP:USA02Objective2Text RTSA˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙­˙š˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙‘˙ž˙“˙ß˙Ż˙–˙“˙˙‹˙ß˙‹˙˙ß˙˝˙ž˙Œ˙š˙ß˙™˙˙˙ß˙›˙š˙˙˙–˙š˙™˙–˙‘˙˜˙ LBLMAP:USA03Objective1Text RTS8˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ş˙‘˙Œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙Œ˙œ˙ž˙˙š˙ß˙˙™˙ß˙Î˙Ď˙Ď˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙™˙˙˙œ˙š˙Œ˙ LBLSCRIPT:USA03RescueCounter RTSş˙Œ˙œ˙ž˙˙š˙›˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙š˙˙˙œ˙š˙Œ˙Ĺ˙ LBL MAP:USA04Open RTS6´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ź˙˙ž˙Œ˙‹˙Ó˙ß˙Î˙Ë˙Ď˙Ď˙ß˙ˇ˙˙Š˙˙Œ˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ź˙‹˙˙˙’˙˙˙–˙‘˙˜˙š˙˙ LBLSCRIPT:USA04BomberTimer RTS˝˙˙’˙˙š˙˙Œ˙ß˙ž˙˙˙–˙‰˙–˙‘˙˜˙ß˙ś˙‘˙Ĺ˙ LBLMAP:USA06Objective1Text RTSG˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ż˙˙š˙‰˙š˙‘˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙˙–˙‰˙š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:USA06Objective2Text RTS0˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙˛˙ž˙–˙‘˙ß˙˝˙ž˙Œ˙š˙ LBLSCRIPT:GLA03CivCounter RTSŤ˙˙ž˙–˙‹˙˙˙Œ˙ß˙´˙–˙“˙“˙š˙›˙Ĺ˙ LBLSCRIPT:GLA03Objective01 RTSb˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ź˙Ĺ˙ß˙ő˙ß˙ź˙“˙ž˙–˙’˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙ő˙ß˙´˙–˙“˙“˙ß˙Ě˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLSCRIPT:GLA03Objective02 RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙Ě˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLSCRIPT:GLA03Objective03 RTS/ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙ LBLMAP:GLA03Objective04 RTSš˙˙š˙š˙ß˙‹˙—˙š˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙ LBLMAP:GLA03Objective05 RTS´˙–˙“˙“˙ß˙Ě˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLMAP:GLA03Objective06 RTS"ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙™˙ž˙œ˙‹˙˙˙†˙ LBLSCRIPT:GLA04Objective01 RTSB˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Ű˙Ë˙Ď˙Ó˙Ď˙Ď˙Ď˙ LBLSCRIPT:GLA04Objective02 RTSl¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ź˙˙š˙‘˙›˙–˙‘˙˜˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙™˙ž˙˙‹˙—˙š˙˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙˜˙˙ž˙“˙ß˙˙™˙ß˙Ű˙Ë˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙ő˙ß˙˝˙š˙ß˙Œ˙Š˙˙š˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˙‰˙š˙˙Œ˙˙š˙‘˙›˙ LBLSCRIPT:GLA04Objective03 RTSc¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙–˙˙˙˙˙‹˙ß˙ž˙Œ˙ß˙ž˙ß˙Œ˙‹˙ž˙˜˙–˙‘˙˜˙ß˙˙ž˙Œ˙š˙ß˙ő˙ß˙ź˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBLSCRIPT:GLA04Objective04 RTSq¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙›˙–˙Œ˙˙ž˙‹˙œ˙—˙š˙›˙ß˙‹˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙—˙š˙ž˙‰˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ž˙›˙‰˙–˙Œ˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙‘˙˜˙˙†˙ß˙˛˙˙˙Œ˙ß˙ž˙‘˙›˙ß˙Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙Œ˙ß˙˙‘˙“˙†˙ LBLSCRIPT:GLA05Objective01 RTS1˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙˙ž˙Œ˙š˙ LBLSCRIPT:GLA05Objective02 RTS=˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ LBL MAP:GLA01Open RTS$Ź˙—˙†˙’˙”˙š˙‘˙‹˙ß˙ť˙˛˙Ľ˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙˝˙“˙ž˙œ˙”˙ß˙­˙ž˙–˙‘˙ LBLMAP:GLA01ObjectiveText RTS"˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ť˙ž˙’˙ LBL MAP:USA07Open RTS4Ź˙˙Š˙‹˙—˙š˙ž˙Œ˙‹˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ť˙š˙Œ˙˙š˙˙ž˙‹˙š˙ß˙Ş˙‘˙–˙˙‘˙ LBLMAP:USA07Objective1 RTS5˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBLMAP:USA07General RTS¸˙š˙‘˙š˙˙ž˙“˙Ř˙Œ˙ß˙ž˙˙˙–˙‰˙ž˙“˙ LBLMAP:USA07Objective2 RTSV˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBL MAP:GLA08Temp RTS9¸˙ł˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ç˙ß˙Ň˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙ LBL MAP:CHI08Temp RTS9ź˙—˙–˙‘˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ç˙ß˙Ň˙ß˙ł˙ž˙Œ˙‹˙ß˙ź˙—˙–˙‘˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:CHI07Temp RTS2ź˙—˙–˙‘˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Č˙ß˙Ň˙ß˙ą˙Š˙”˙š˙Ň˙°˙Ň˙­˙ž˙’˙ž˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:CHI05Temp RTS3ź˙—˙–˙‘˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ę˙ß˙Ň˙ß˙š˙–˙˙š˙˙˙’˙˙ß˙¸˙ł˙ž˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:USA08Temp RTS2Ş˙Ź˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ç˙ß˙Ň˙ß˙ť˙š˙‰˙ž˙Œ˙‹˙ž˙‹˙š˙ß˙¸˙ł˙ž˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:USA06Temp RTS.Ş˙Ź˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙É˙ß˙Ň˙ß˙ş˙Ě˙ß˙­˙š˙‰˙ž˙’˙˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:USA05Temp RTS/Ş˙Ź˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ę˙ß˙Ň˙ß˙­˙–˙‰˙š˙˙ß˙­˙ž˙–˙›˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBLCONTROLBAR:TooltipDaisyCutter RTS.Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBL*CONTROLBAR:TooltipFireParticleUplinkCannon RTS.Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipParaDrop RTS0ť˙˙˙˙Œ˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipClusterMines RTS.ť˙˙˙˙Œ˙ß˙’˙–˙‘˙š˙Œ˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipEMPPulse RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipA10Strike RTS.Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL!CONTROLBAR:TooltipFireNukeMissile RTS/Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ş˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipFireSCUDStorm RTS/Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ş˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBL&CONTROLBAR:TooltipFireArtilleryBarrage RTSEŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙ł˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBL)CONTROLBAR:TooltipFireSuperWeaponCashHack RTS?Ź˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL CONTROLBAR:TooltipFireSpySatScan RTS?­˙š˙‰˙š˙ž˙“˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ź˙˙˙‹˙ß˙—˙–˙›˙›˙š˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Î˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipFireSpyDrone RTS6ź˙˙š˙ž˙‹˙š˙ß˙Œ˙˙†˙ß˙›˙˙˙‘˙š˙ß˙˙‰˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Î˙Ĺ˙Ě˙Ď˙ LBL"CONTROLBAR:TooltipFireRadarVanScan RTSA­˙š˙‰˙š˙ž˙“˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ź˙˙˙‹˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ď˙Ĺ˙Ě˙Ď˙ LBLCONTROLBAR:TooltipFireRadioJam RTS1ź˙Š˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙–˙˙‘˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL%CONTROLBAR:TooltipFireEmergencyRepair RTS*ş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL!CONTROLBAR:TooltipFireRebelAmbush RTS(ź˙˙š˙ž˙‹˙š˙Œ˙ß˙˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL!CONTROLBAR:TooltipFireAnthraxBomb RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBL!CONTROLBAR:TooltipCIAIntelligence RTS-Ź˙˙†˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipDemoTrapProxy RTSş˙‡˙˙“˙˙›˙š˙ß˙ˆ˙—˙š˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙˜˙š˙‹˙Œ˙ß˙‘˙š˙ž˙˙ LBL CONTROLBAR:TooltipDemoTrapManual RTSş˙‡˙˙“˙˙›˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBL"CONTROLBAR:TooltipDemoTrapDetonate RTSş˙‡˙˙“˙˙›˙š˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙ LBL&CONTROLBAR:TooltipMissileDefenderLaser RTS(ł˙ž˙Œ˙š˙˙Ň˙“˙˙œ˙”˙ß˙–˙’˙˙˙˙‰˙š˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙˙ž˙‹˙š˙ß˙˙™˙ß˙™˙–˙˙š˙ LBL(CONTROLBAR:TooltipBattlePlansBombardment RTS.ť˙š˙˙“˙˙†˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙ő˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ĺ˙ß˙Í˙Ď˙Ú˙ß˙š˙–˙˙š˙˙˙ˆ˙š˙˙ß˙˝˙˙‘˙Š˙Œ˙ LBL(CONTROLBAR:TooltipBattlePlansHoldTheLine RTS)ť˙š˙˙“˙˙†˙ß˙ˆ˙ž˙“˙“˙Œ˙ß˙ő˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ĺ˙ß˙Î˙Ď˙Ú˙ß˙ž˙˙’˙˙˙ß˙˝˙˙‘˙Š˙Œ˙ LBL-CONTROLBAR:TooltipBattlePlansSearchAndDestroy RTS3ť˙š˙˙“˙˙†˙ß˙Œ˙œ˙ž˙‘˙‘˙š˙˙Œ˙ß˙ő˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ĺ˙ß˙Í˙Ď˙Ú˙ß˙¨˙š˙ž˙˙˙‘˙ß˙­˙ž˙‘˙˜˙š˙ß˙˝˙˙‘˙Š˙Œ˙ LBLCONTROLBAR:TooltipSetRallyPoint RTS%Ź˙š˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLCONTROLBAR:TooltipSell RTS&Ź˙š˙“˙“˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙™˙˙˙ß˙Ę˙Ď˙Ú˙ß˙˙™˙ß˙–˙‹˙Œ˙ß˙‰˙ž˙“˙Š˙š˙ LBL'CONTROLBAR:TooltipNukeReactorOverCharge RTS+ť˙ž˙’˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙˙š˙ž˙œ˙‹˙˙˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙Ę˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ LBLCONTROLBAR:TooltipCancelUpgrade RTSź˙ž˙‘˙œ˙š˙“˙ß˙‹˙—˙–˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ LBL,CONTROLBAR:TooltipUSAUpgradeAdvancedTraining RTS-Ş˙‘˙–˙‹˙Œ˙ß˙˜˙ž˙–˙‘˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙œ˙†˙ß˙ž˙‹˙ß˙‹˙ˆ˙–˙œ˙š˙ß˙‹˙—˙š˙ß˙Š˙Œ˙Š˙ž˙“˙ß˙Œ˙˙š˙š˙›˙ LBL&CONTROLBAR:TooltipUSAUpgradeDroneARmor RTSž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙˜˙š˙‹˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙ž˙˙’˙˙˙ LBL/CONTROLBAR:TooltipUSAUpgradeAdvancedControlRods RTS ­˙š˙ž˙œ˙‹˙˙˙ß˙˙˙˙‰˙–˙›˙š˙Œ˙ß˙Î˙Ď˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ LBL-CONTROLBAR:TooltipUSAUpgradeFlashBangGrenades RTS=­˙ž˙‘˙˜˙š˙˙Œ˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL*CONTROLBAR:TooltipUSAUpgradeCompositeArmor RTSŤ˙ž˙‘˙”˙Œ˙ß˙˜˙š˙‹˙ß˙Ô˙Í˙Ę˙Ú˙ß˙ž˙˙’˙˙˙ LBL)CONTROLBAR:TooltipUSAUpgradeCruiseMissile RTS$Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙ž˙ß˙™˙“˙–˙˜˙—˙‹˙Ň˙˙ž˙‹˙—˙ LBLCONTROLBAR:TooltipUSAUpgradeTOW RTS=ž˙˙’˙ß˙ˇ˙Š˙’˙‰˙š˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙™˙–˙˙š˙ß˙ž˙‹˙ß˙˜˙˙˙Š˙‘˙›˙ß˙˙˙ß˙ž˙–˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ LBLCONTROLBAR:USAUpgradeRocketPods RTSź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙ß˙™˙–˙˙š˙ß˙˙˙œ˙”˙š˙‹˙ß˙˙ž˙˙˙ž˙˜˙š˙ LBL)CONTROLBAR:TooltipUSAUpgradeLaserMissiles RTS7­˙ž˙˙‹˙˙˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙›˙˙ß˙Ô˙Í˙Ę˙Ú˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL#CONTROLBAR:TooltipChinaUpgradeMines RTS!ź˙˙š˙ž˙‹˙š˙Œ˙ß˙’˙–˙‘˙š˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL4CONTROLBAR:TooltipUpgradeChinaOverlordGattlingCannon RTS(˝˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙°˙‰˙š˙˙“˙˙˙›˙ LBL5CONTROLBAR:TooltipUpgradeChinaOverlordPropagandaTower RTS)˝˙Š˙–˙“˙›˙ß˙ž˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙°˙‰˙š˙˙“˙˙˙›˙ LBL2CONTROLBAR:TooltipUpgradeChinaOverlordBattleBunker RTSH˝˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙°˙‰˙š˙˙“˙˙˙›˙Ń˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙œ˙œ˙Š˙˙–˙š˙›˙ß˙˙†˙ß˙†˙˙Š˙˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL#CONTROLBAR:TooltipChinaUpgradeRadar RTS%˝˙Š˙–˙“˙›˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:TooltipChinaUpgradeNationalism RTS?Ô˙Í˙Ę˙Ú˙ß˙‹˙˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙™˙˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Ó˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ LBL)CONTROLBAR:TooltipChinaUpgradeBlackNapalm RTS Ô˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙™˙“˙ž˙’˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBL'CONTROLBAR:TooltipChinaUpgradeChainGuns RTS#Ô˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙˜˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBL(CONTROLBAR:TooltipUpgradeChinaSubliminal RTSÔ˙Í˙Ę˙Ú˙ß˙‹˙˙ß˙Ź˙˙š˙ž˙”˙š˙˙ß˙Ť˙˙ˆ˙š˙˙ß˙˙˙‘˙Š˙Œ˙š˙Œ˙ LBL+CONTROLBAR:TooltipUpgradeChinaUraniumShells RTS-Ô˙Í˙Ę˙Ú˙ß˙Œ˙—˙˙‹˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙‘˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙°˙‰˙š˙˙“˙˙˙›˙ LBL*CONTROLBAR:TooltipUpgradeChinaNuclearTanks RTS(ś˙’˙˙˙˙‰˙š˙Œ˙ß˙°˙‰˙š˙˙“˙˙˙›˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙Œ˙˙š˙š˙›˙ LBL)CONTROLBAR:TooltipUpgradeChinaStunBullets RTS+­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙’˙ž˙†˙ß˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL#CONTROLBAR:TooltipDisguiseAsVehicle RTS/ť˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙‹˙—˙š˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL#CONTROLBAR:TooltipGLAUpgradeBioBomb RTS"˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ß˙˙š˙œ˙˙’˙š˙Œ˙ß˙ž˙ß˙˙–˙˙ˆ˙ž˙˙ß˙ˆ˙š˙ž˙˙˙‘˙ LBL"CONTROLBAR:ToolTipGLAUpgradeHEBomb RTS$Î˙Ď˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ LBL(CONTROLBAR:ToolTipGLAUpgradeRadarVanScan RTS5­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙ß˙œ˙ž˙‘˙ß˙Œ˙œ˙ž˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙‹˙˙ß˙Œ˙š˙ž˙˙œ˙—˙ß˙™˙˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL*CONTROLBAR:ToolTipGLAUpgradeScorpionRocket RTSŹ˙œ˙˙˙˙–˙˙‘˙ß˙˜˙ž˙–˙‘˙Œ˙ß˙ž˙ß˙˙˙œ˙”˙š˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL%CONTROLBAR:ToolTipGLAUpgradeAPRockets RTS'Ô˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙­˙˙œ˙”˙š˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL'CONTROLBAR:ToolTipGLAUpgradeToxinShells RTS<Ź˙œ˙˙˙˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙œ˙ž˙˙˙†˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙˙™˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ LBL'CONTROLBAR:ToolTipGLAUpgradeAnthraxBeta RTS$Ô˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙‹˙˙‡˙–˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL%CONTROLBAR:ToolTipGLAUpgradeAPBullets RTSBÔ˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙‹˙˙ß˙­˙š˙˙š˙“˙Ó˙ß˙Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙Ó˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‘˙›˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBL&CONTROLBAR:ToolTipGLAUpgradeJunkRepair RTSž˙“˙“˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙Š˙‹˙˙Ň˙˙š˙˙ž˙–˙˙ LBL&CONTROLBAR:ToolTipGLAUpgradeCamouflage RTS4­˙š˙˙š˙“˙Œ˙ß˙ž˙˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙‘˙˙‹˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙ LBL&CONTROLBAR:ToolTipGLAUpgradeTranqDarts RTS(­˙š˙˙š˙“˙Œ˙ß˙’˙ž˙†˙ß˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL%CONTROLBAR:ToolTipGLAUpgradeArmTheMob RTSž˙˙’˙ß˙ž˙“˙“˙ß˙ž˙‘˙˜˙˙†˙ß˙˛˙˙˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙´˙Ň˙Ë˙Č˙Œ˙ LBLCONTROLBAR:ToolTipStructureExit RTS°˙˙›˙š˙˙ß˙‹˙—˙–˙Œ˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙ LBLCONTROLBAR:ToolTipTransportExit RTS°˙˙›˙š˙˙ß˙‹˙—˙–˙Œ˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙ LBLCONTROLBAR:ToolTipEvacuate RTS°˙˙›˙š˙˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙ LBL!CONTROLBAR:ToolTipRailedTransport RTS¸˙˙ LBLCONTROLBAR:ToolTipUSACombatDrop RTSk°˙˙›˙š˙˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙˙ž˙˙˙š˙“˙ß˙›˙˙ˆ˙‘˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙Ń˙ß˙Ş˙Œ˙š˙ß˙˙‘˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ LBLCONTROLBAR:ToolTipGuard RTSO°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙˜˙Š˙ž˙˙›˙ß˙ž˙ß˙Œ˙˙š˙œ˙–˙™˙–˙œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙˙Š˙˙Œ˙Š˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙–˙™˙ß˙‘˙š˙œ˙š˙Œ˙Œ˙ž˙˙†˙ LBL%CONTROLBAR:ToolTipGuardWithoutPursuit RTSZ°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙˜˙Š˙ž˙˙›˙ß˙ž˙ß˙Œ˙˙š˙œ˙–˙™˙–˙œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Ó˙ß˙˙Š˙‹˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˙Š˙˙Œ˙Š˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL&CONTROLBAR:ToolTipGuardFlyingUnitsOnly RTSO°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙–˙˙˙˙˙‘˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙œ˙˙’˙š˙ß˙‘˙š˙ž˙˙ß˙ž˙ß˙Œ˙˙š˙œ˙–˙™˙–˙š˙›˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBLCONTROLBAR:ToolTipAttackMove RTSK°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ LBLCONTROLBAR:ToolTipCommandStop RTS'°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙ˆ˙—˙ž˙‹˙š˙‰˙š˙˙ß˙–˙‹˙ß˙–˙Œ˙ß˙›˙˙–˙‘˙˜˙ LBLCONTROLBAR:ToolTipWayPoints RTS$ź˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‹˙˙ß˙Œ˙š˙‹˙ß˙ˆ˙ž˙†˙˙˙–˙‘˙‹˙Œ˙ LBL*CONTROLBAR:ToolTipUSARangerCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL#CONTROLBAR:ToolTipUSAFire20mmCannon RTSš˙–˙˙š˙ß˙Í˙Ď˙’˙’˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL)CONTROLBAR:ToolTipUSAFireAntiTankMissiles RTS$š˙–˙˙š˙ß˙ž˙‘˙‹˙–˙‹˙ž˙‘˙”˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL#CONTROLBAR:ToolTipUSAFireRocketPods RTS,š˙–˙˙š˙ß˙ž˙ß˙˙ž˙˙˙ž˙˜˙š˙ß˙˙™˙ß˙˙˙œ˙”˙š˙‹˙Œ˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ LBL'CONTROLBAR:ToolTipGLAFireScorpionRocket RTS(š˙–˙˙š˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙—˙š˙ž˙‰˙†˙ß˙˙˙œ˙”˙š˙‹˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL"CONTROLBAR:ToolTipGLASCUDHEWarhead RTS%ł˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ź˙ź˙Ş˙ť˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ LBL'CONTROLBAR:ToolTipGLASCUDAnthraxWarhead RTS"ł˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ź˙ź˙Ş˙ť˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ LBL*CONTROLBAR:ToolTipGLAFireToxinTractorSlime RTSŹ˙˙˙ž˙†˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBL)CONTROLBAR:ToolTipGLARebelCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL)CONTROLBAR:ToolTipGLATerroristMakeCarBomb RTS.ş˙‘˙‹˙š˙˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙œ˙ž˙˙ß˙ž˙‘˙›˙ß˙™˙–˙“˙“˙ß˙–˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ LBL!CONTROLBAR:ToolTipGLAFireFireBomb RTSŞ˙Œ˙š˙ß˙™˙–˙˙š˙ß˙˙˙’˙˙Œ˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL#CONTROLBAR:ToolTipGLAHijackerHijack RTSˇ˙–˙•˙ž˙œ˙”˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL/CONTROLBAR:ToolTipGLAFireJarmenKellVehicleSnipe RTS´˙–˙“˙“˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙œ˙˙š˙ˆ˙ LBLCONTROLBAR:ToolTipChinaFireMIG RTSš˙–˙˙š˙ LBL.CONTROLBAR:ToolTipChinaRedGuardCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL.CONTROLBAR:ToolTipChinaRedGuardFireStunBullets RTSź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙ LBL*CONTROLBAR:ToolTipChinaRedGuardFireBayonet RTS%Ş˙Œ˙š˙ß˙˝˙ž˙†˙˙‘˙š˙‹˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙ LBL0CONTROLBAR:ToolTipChinaFireBlackLotusCaptureHack RTSź˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL0CONTROLBAR:ToolTipChinaFireBlackLotusVehicleHack RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL-CONTROLBAR:ToolTipChinaFireBlackLotusCashHack RTS,Ź˙‹˙š˙ž˙“˙ß˙œ˙ž˙Œ˙—˙ß˙™˙˙˙’˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL-CONTROLBAR:ToolTipChinaFireHackerInternetHack RTS%ˇ˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ LBL)CONTROLBAR:ToolTipChinaHackerBuildingHack RTS5ť˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙‰˙–˙˙Š˙Œ˙ LBL%CONTROLBAR:ToolTipChinaDragonTankFire RTSš˙–˙˙š˙ LBLCONTROLBAR:TooltipFireWall RTS(ł˙ž˙†˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙ß˙ž˙˙œ˙ß˙˙™˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙ž˙˙š˙ž˙ LBL CONTROLBAR:ToolTipPickUpPrisoner RTS1Ż˙–˙œ˙”˙ß˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙–˙Œ˙˙‘˙š˙˙ß˙‹˙˙ß˙˙š˙‹˙Š˙˙‘˙ß˙—˙–˙’˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL CONTROLBAR:ToolTipReturnToPrison RTS#­˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙˙–˙Œ˙˙‘˙š˙˙ß˙—˙˙“˙›˙–˙‘˙˜˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL.CONTROLBAR:ToolTipChinaFireTankHunterTNTAttack RTSŻ˙“˙ž˙œ˙š˙ß˙ž˙ß˙Ť˙ą˙Ť˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙œ˙—˙ž˙˙˜˙š˙ LBL*CONTROLBAR:ToolTipUSAFireBurtonKnifeAttack RTS;Ş˙Œ˙š˙ß˙”˙‘˙–˙™˙š˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙Œ˙–˙“˙š˙‘˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL(CONTROLBAR:ToolTipUSAFireBurtonTimedDemo RTSŻ˙“˙ž˙œ˙š˙ß˙ž˙ß˙‹˙–˙’˙š˙›˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ß˙œ˙—˙ž˙˙˜˙š˙ LBL,CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge RTSHŻ˙“˙ž˙œ˙š˙ß˙ž˙ß˙˙š˙’˙˙‹˙š˙Ň˙œ˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ß˙œ˙—˙ž˙˙˜˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙‹˙–˙’˙š˙ LBL*CONTROLBAR:ToolTipUSABurtonDetonateCharges RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙˙š˙’˙˙‹˙š˙ß˙œ˙—˙ž˙˙˜˙š˙Œ˙ LBL$CONTROLBAR:ToolTipCancelConstruction RTSź˙ž˙‘˙œ˙š˙“˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBL'CONTROLBAR:ToolTipUSABuildCommandCenter RTSEź˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙ź˙˙š˙ž˙‹˙š˙Œ˙ß˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ť˙˙…˙š˙˙Œ˙Ń˙ß˙Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙˙ž˙›˙ž˙˙ LBL$CONTROLBAR:ToolTipUSABuildPowerPlant RTS2Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Ę˙ LBL"CONTROLBAR:ToolTipUSABuildBarracks RTS%Ť˙˙ž˙–˙‘˙Œ˙ß˙Ş˙Ź˙ž˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙™˙˙˙ß˙Š˙Œ˙š˙ß˙–˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL&CONTROLBAR:ToolTipUSABuildSupplyCenter RTSEť˙˙˙˙Ň˙˙™˙™˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙ß˙Ş˙Ź˙ž˙ß˙ź˙—˙–˙‘˙˙˙”˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˜˙ž˙‹˙—˙š˙˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBLCONTROLBAR:ToolTipUSABuildWall RTSoŞ˙Ź˙ž˙ß˙™˙š˙‘˙œ˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Ń˙ß˙ł˙ž˙Œ˙š˙˙Ň˙Œ˙š˙‘˙Œ˙˙˙Œ˙ß˙ž˙“˙š˙˙‹˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙™˙š˙‘˙œ˙š˙Ń˙ß˙š˙š˙‘˙œ˙š˙ß˙˙“˙˙œ˙”˙Œ˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙’˙˙‰˙š˙’˙š˙‘˙‹˙ LBL$CONTROLBAR:ToolTipUSABuildWarFactory RTS4˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙“˙“˙ß˙Ş˙Ź˙ž˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL(CONTROLBAR:ToolTipUSABuildPatriotBattery RTS\¸˙˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙“˙ž˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙ß˙‘˙š˙ž˙˙˙†˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ě˙ LBL"CONTROLBAR:ToolTipUSABuildAirField RTS)˝˙Š˙–˙“˙›˙Œ˙ß˙Ş˙Ź˙ž˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL(CONTROLBAR:ToolTipUSABuildParticleCannon RTS@š˙–˙˙š˙Œ˙ß˙ž˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ LBL(CONTROLBAR:ToolTipUSABuildStrategyCenter RTSvž˙“˙“˙ß˙Ş˙Ź˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˙“˙ž˙‘˙ß˙ő˙ß˙ő˙ß˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙ő˙ß˙Ź˙š˙ž˙˙œ˙—˙ß˙ž˙‘˙›˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ő˙ß˙ˇ˙˙“˙›˙ß˙‹˙—˙š˙ß˙ł˙–˙‘˙š˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Í˙ LBL'CONTROLBAR:ToolTipUSABuildDetentionCamp RTS ¸˙˙ž˙‘˙‹˙Œ˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙Œ˙˙†˙ß˙˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL(CONTROLBAR:ToolTipUSABuildSupplyDropZone RTSEź˙ž˙“˙“˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙ž˙˙ž˙›˙˙˙˙ß˙˙™˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙š˙‰˙š˙˙†˙ß˙Í˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ë˙ LBL'CONTROLBAR:ToolTipGLABuildCommandCenter RTS(ź˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙Ť˙˙ž˙–˙‘˙Œ˙ß˙¨˙˙˙”˙š˙˙Œ˙ LBL"CONTROLBAR:ToolTipGLABUildDemoTrap RTSŹ˙‹˙š˙ž˙“˙‹˙—˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙›˙š˙‰˙–˙œ˙š˙ LBL"CONTROLBAR:ToolTipGLABuildBarracks RTSŤ˙˙ž˙–˙‘˙Œ˙ß˙¸˙ł˙ž˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL%CONTROLBAR:ToolTipGLABuildSupplyStash RTSź˙˙“˙“˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL$CONTROLBAR:ToolTipGLABuildArmsDealer RTS˝˙Š˙–˙“˙›˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL)CONTROLBAR:ToolTipChinaBuildCommandCenter RTS5ź˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙ź˙˙š˙ž˙‹˙š˙Œ˙ß˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ť˙˙…˙š˙˙Œ˙ LBL&CONTROLBAR:ToolTipChinaBuildPowerPlant RTSSź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙ß˙˙‰˙š˙˙“˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙˙˙˙‰˙–˙›˙š˙ß˙Ô˙Ę˙Ď˙Ú˙ß˙˙˙ˆ˙š˙˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Î˙Ď˙ LBL$CONTROLBAR:ToolTipChinaBuildBarracks RTSŤ˙˙ž˙–˙‘˙Œ˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL(CONTROLBAR:ToolTipChinaBuildSupplyCenter RTS?ť˙˙˙˙Ň˙˙™˙™˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙ß˙ź˙—˙–˙‘˙ž˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˜˙ž˙‹˙—˙š˙˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL&CONTROLBAR:ToolTipChinaBuildWarFactory RTS-˝˙Š˙–˙“˙›˙Œ˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL"CONTROLBAR:ToolTipChinaBuildBunker RTSź˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Ę˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL,CONTROLBAR:ToolTipChinaBuildPropagandaCenter RTS;˝˙Š˙–˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Í˙ LBL$CONTROLBAR:ToolTipChinaBuildAirField RTS-˝˙Š˙–˙“˙›˙Œ˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL*CONTROLBAR:ToolTipChinaBuildGattlingCannon RTS4Ż˙˙ˆ˙š˙˙™˙Š˙“˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ě˙ LBL2CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher RTSTł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙˝˙Š˙–˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ LBL(CONTROLBAR:ToolTipChinaBuildSpeakerTower RTSBˇ˙š˙ž˙“˙Œ˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙™˙–˙˙–˙‘˙˜˙ß˙Œ˙˙š˙š˙›˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL'CONTROLBAR:ToolTipGLABuildTunnelNetwork RTSl˝˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ń˙ß˙Ş˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙›˙ß˙š˙‡˙–˙‹˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙˙‹˙—˙š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBL CONTROLBAR:ToolTipGLABuildPalace RTSAˇ˙˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙¸˙ł˙ž˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙†˙ß˙¸˙ł˙ž˙ß˙‹˙˙˙˙˙Œ˙ LBL%CONTROLBAR:ToolTipGLABuildBlackMarket RTSJˇ˙˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙¸˙ł˙ž˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙Ń˙ß˙Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙™˙˙š˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙“˙ž˙†˙š˙˙ LBL%CONTROLBAR:ToolTipGLABuildStingerSite RTS#ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙ž˙‘˙›˙ß˙ž˙‘˙‹˙–˙Ň˙‹˙ž˙‘˙”˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ LBL#CONTROLBAR:ToolTipGLABuildScudStorm RTS<ł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙ß˙‰˙˙“˙“˙š˙†˙ß˙˙™˙ß˙Ź˙ź˙Ş˙ť˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBL CONTROLBAR:ToolTipGLABuildPrison RTS$Ş˙Œ˙š˙›˙ß˙‹˙˙ß˙—˙˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL CONTROLBAR:ToolTipUSABuildRanger RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLCONTROLBAR:ToolTipUSABuildDozer RTS/˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙“˙“˙ß˙Ş˙Ź˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL CONTROLBAR:ToolTipGLABuildWorker RTSB˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙­˙š˙˙ž˙–˙˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL!CONTROLBAR:ToolTipChinaBuildDozer RTS3˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙“˙“˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL"CONTROLBAR:ToolTipGLABuildScorpion RTS>Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙˙˙œ˙”˙š˙‹˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL%CONTROLBAR:ToolTipGLABuildRocketBuggy RTS/Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"CONTROLBAR:ToolTipGLABuildRadarVan RTS+Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙­˙ž˙›˙ž˙˙Ń˙ß˙ź˙ž˙‘˙ß˙Œ˙˙˙‹˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL$CONTROLBAR:ToolTipChinaBuildOverlord RTSIŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙˙˙œ˙”˙š˙‹˙Ň˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL(CONTROLBAR:ToolTipChinaBuildGattlingTank RTS.Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBLCONTROLBAR:ToolTipGLABuildRebel RTS4Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL$CONTROLBAR:ToolTipChinaBuildRedguard RTSX¸˙ž˙–˙‘˙Œ˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙Ę˙ß˙˙˙ß˙’˙˙˙š˙ß˙ő˙ß˙ő˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL"CONTROLBAR:ToolTipChinaBuildHacker RTS•ź˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙‰˙–˙˙Š˙Œ˙ß˙˙˙ß˙œ˙ž˙‘˙ß˙—˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL!CONTROLBAR:ToolTipUSABUildChinook RTSYŤ˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙Ń˙ß˙ź˙˙“˙“˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙¨˙˙˙”˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙˙™˙˙˙’˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ť˙˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL'CONTROLBAR:ToolTipChinaBuildSupplyTruck RTS¸˙ž˙‹˙—˙š˙˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL!CONTROLBAR:ToolTipUSABuildPaladin RTStŞ˙Œ˙š˙Œ˙ß˙ž˙ß˙“˙ž˙Œ˙š˙˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙˙œ˙”˙š˙‹˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL CONTROLBAR:ToolTipUSABuildRaptor RTS„ź˙ž˙‘˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙˙˙ß˙ž˙–˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ň˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL CONTROLBAR:ToolTipUSABuildAurora RTSŤŹ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙ž˙”˙š˙Œ˙ß˙ž˙Š˙˙˙˙ž˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙Œ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ž˙Š˙˙˙˙ž˙ß˙Œ˙˙š˙š˙›˙ß˙–˙Œ˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙‹˙˙ß˙Ę˙Ď˙Ú˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL(CONTROLBAR:ToolTipUSABuildStealthFighter RTSSŹ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙š˙‘˙š˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙ LBL"CONTROLBAR:ToolTipUSABuildComanche RTS‘š˙–˙˙š˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙‘˙˙‘˙Ń˙ß˙­˙š˙Ň˙ž˙˙’˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ň˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL)CONTROLBAR:ToolTipUSABuildMissileDefender RTSiŞ˙Œ˙š˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙“˙ž˙Œ˙š˙˙Ň˙˜˙Š˙–˙›˙š˙›˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙˙ž˙˙–˙›˙Ň˙™˙–˙˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL$CONTROLBAR:ToolTipUSABuildPathFinder RTSxź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙‘˙˙‹˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙Ń˙ß˙Ź˙˙˙‹˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ LBL'CONTROLBAR:ToolTipUSABuildColonelBurton RTSwź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙Ń˙ß˙­˙š˙‰˙š˙ž˙“˙Œ˙ß˙—˙–˙’˙Œ˙š˙“˙™˙ß˙ˆ˙—˙š˙‘˙ß˙—˙š˙ß˙Œ˙—˙˙˙‹˙Œ˙ß˙˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙˙˙’˙˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ł˙–˙’˙–˙‹˙Ĺ˙ß˙Î˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙ LBL"CONTROLBAR:ToolTipUSABuildTomahawk RTSCŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL CONTROLBAR:ToolTipUSABuildHumvee RTSjŤ˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙™˙–˙˙š˙Ň˙˙˙˙‹˙Œ˙ß˙‹˙˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBLCONTROLBAR:ToolTipUSABuildMedic RTS;ˇ˙š˙ž˙“˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ń˙ß˙ź˙“˙š˙ž˙‘˙Œ˙ß˙Š˙˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBL$CONTROLBAR:ToolTipUSABuildScoutDrone RTS.ş˙‡˙‹˙š˙‘˙›˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL%CONTROLBAR:ToolTipUSABuildBattleDrone RTSrš˙–˙˙š˙Œ˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ß˙ž˙‘˙›˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙–˙‹˙Œ˙ß˙˙ž˙˙š˙‘˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLCONTROLBAR:ToolTipChinaBuildMIG RTS~ź˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙™˙–˙˙š˙Ň˙Œ˙‹˙˙˙’˙ß˙–˙‘˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL&CONTROLBAR:ToolTipChinaBuildBlackLotus RTSşź˙ž˙˙‹˙Š˙˙š˙Œ˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙Œ˙ß˙œ˙ž˙Œ˙—˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙“˙š˙Œ˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Œ˙œ˙˙Š˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL&CONTROLBAR:ToolTipChinaBuildTankHunter RTSkŹ˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙ą˙Ť˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ő˙ß˙¸˙ž˙–˙‘˙Œ˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙Ę˙ß˙˙˙ß˙’˙˙˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL)CONTROLBAR:ToolTipChinaBuildInfernoCannon RTSfź˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙™˙–˙˙š˙Ň˙Œ˙‹˙˙˙’˙ß˙–˙‘˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL(CONTROLBAR:ToolTipChinaBuildNukeLauncher RTS9Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL(CONTROLBAR:ToolTipChinaBuildTroopCrawler RTSvŤ˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ź˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙Ç˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL&CONTROLBAR:ToolTipChinaBuildDragonTank RTS|ź˙ž˙‘˙ß˙˙Š˙˙‘˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙ź˙ž˙‘˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙ˆ˙ž˙“˙“˙ß˙˙™˙ß˙™˙“˙ž˙’˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL#CONTROLBAR:ToolTipGLABuildTerrorist RTSSŹ˙Š˙–˙œ˙–˙›˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL$CONTROLBAR:ToolTipGLABuildRPGTrooper RTS$Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL"CONTROLBAR:ToolTipGLABuildAngryMob RTSKŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙“˙ž˙’˙š˙Ó˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙™˙“˙ž˙Œ˙—˙Ň˙˙ž˙‘˙˜˙ß˙˜˙˙š˙‘˙ž˙›˙š˙Œ˙ LBL"CONTROLBAR:ToolTipGLABuildHijacker RTSeź˙ž˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙ž˙‘˙†˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Ń˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ LBL$CONTROLBAR:ToolTipGLABuildJarmenKell RTSČś˙Œ˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙Ń˙ß˙ź˙ž˙‘˙ß˙—˙–˙›˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙Œ˙‘˙–˙˙š˙ß˙ž˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ń˙ß˙ź˙ž˙‘˙ß˙”˙–˙“˙“˙ß˙‹˙—˙š˙ß˙œ˙˙š˙ˆ˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙‰˙Š˙“˙‘˙š˙˙ž˙˙“˙š˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙ LBL$CONTROLBAR:ToolTipGLABuildToxinTruck RTSłź˙“˙š˙ž˙˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ń˙ß˙ź˙˙‘˙‹˙ž˙’˙–˙‘˙ž˙‹˙š˙Œ˙ß˙‹˙š˙˙˙ž˙–˙‘˙ß˙ő˙ß˙ź˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙›˙ß˙˙ž˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL(CONTROLBAR:ToolTipChinaBuildBattlemaster RTSk¸˙ž˙–˙‘˙Œ˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙Ę˙ß˙˙˙ß˙’˙˙˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"CONTROLBAR:ToolTipGLABuildMarauder RTS†ź˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙›˙ß˙˙ž˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙˙˙œ˙”˙š˙‹˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL#CONTROLBAR:ToolTipGLABuildTechnical RTSkź˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙›˙ß˙˙ž˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL$CONTROLBAR:ToolTipGLABuildQuadCannon RTSkź˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙›˙ß˙˙ž˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL#CONTROLBAR:ToolTipGLABuildBombTruck RTSiź˙ž˙‘˙ß˙›˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙‹˙˙ß˙“˙˙˙”˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Ó˙ß˙™˙˙–˙š˙‘˙›˙ß˙˙˙ß˙™˙˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙ LBL&CONTROLBAR:ToolTipGLABuildSCUDLauncher RTS|ź˙ž˙‘˙ß˙˙š˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙–˙‹˙—˙š˙˙ß˙ž˙‘˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙˙˙ß˙˙–˙˙“˙˙˜˙–˙œ˙ž˙“˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"CONTROLBAR:ToolTipUSABuildCrusader RTSJŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL#CONTROLBAR:ToolTipUSASciencePaladin RTShŻ˙ž˙“˙ž˙›˙–˙‘˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙—˙˙˙‹˙ß˙›˙˙ˆ˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙“˙ž˙Œ˙š˙˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBL&CONTROLBAR:ToolTipUSASciencePathFinder RTS@Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙ß˙ž˙˙š˙ß˙š˙“˙–˙‹˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL*CONTROLBAR:ToolTipUSAScienceStealthFighter RTS.Ź˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ LBL$CONTROLBAR:ToolTipUSAScienceSpyDrone RTSsŹ˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙ž˙˙ß˙ž˙‘˙›˙ß˙˙š˙‰˙š˙ž˙“˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL$CONTROLBAR:ToolTipUSAScienceParaDrop RTSyť˙˙˙˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ę˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Î˙Ď˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Í˙Ď˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL%CONTROLBAR:ToolTipUSAScienceA10Strike RTS˛ž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Î˙ß˙ž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Í˙ß˙ž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ě˙ß˙ž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'CONTROLBAR:ToolTipUSAScienceDaisyCutter RTS_š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL(CONTROLBAR:ToolTipChinaScienceNukeCannon RTSmą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙“˙˙˙ß˙Œ˙’˙ž˙“˙“˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‘˙Š˙”˙š˙Œ˙ß˙˜˙˙š˙ž˙‹˙ß˙›˙–˙Œ˙‹˙ž˙‘˙œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙ő˙ß˙­˙š˙Ž˙Š˙–˙˙š˙Œ˙Ĺ˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL.CONTROLBAR:ToolTipChinaScienceRedGuardTraining RTS'ž˙“˙“˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBL*CONTROLBAR:ToolTipChinaScienceClusterMines RTSAź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙˙“˙˙†˙š˙›˙ß˙˙†˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL/CONTROLBAR:ToolTipChinaScienceARtilleryTraining RTS6ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBL.CONTROLBAR:ToolTipChinaScienceArtilleryBarrage RTSŠź˙ž˙“˙“˙ß˙˙™˙™˙Ň˙’˙ž˙˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙†˙˙Š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Î˙Í˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Í˙Ë˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ě˙É˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL&CONTROLBAR:ToolTipChinaScienceEMPPulse RTSž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙—˙š˙ž˙‰˙†˙ß˙˙˙’˙˙š˙˙ß˙‹˙˙ß˙›˙˙˙˙ß˙ž˙‘˙ß˙ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ß˙˙˙’˙˙Ń˙ß˙ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL$CONTROLBAR:ToolTipGLAScienceHijacker RTSMˇ˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙ž˙˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙š˙ž˙“˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL(CONTROLBAR:ToolTipGLAScienceSCUDLauncher RTSjš˙–˙˙š˙Œ˙ß˙ž˙ß˙“˙˙‘˙˜˙Ň˙˙ž˙‘˙˜˙š˙ß˙˙˙œ˙”˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙˙˙ß˙›˙š˙ž˙›˙“˙†˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL(CONTROLBAR:ToolTipGLaScienceMarauderTank RTS[˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙‹˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˜˙Š˙‘˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL-CONTROLBAR:ToolTipGLAScienceTechnicalTraining RTS*ž˙“˙“˙ß˙Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBL'CONTROLBAR:ToolTipGLAScienceRebelAmbush RTS•ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙˙™˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ë˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Ç˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Î˙É˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL&CONTROLBAR:ToolTipGLAScienceCashBounty RTS‹ş˙ž˙˙‘˙ß˙ž˙ß˙œ˙ž˙Œ˙—˙ß˙˙˙Š˙‘˙‹˙†˙ß˙™˙˙˙ß˙š˙‰˙š˙˙†˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙–˙‹˙ß˙˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙”˙–˙“˙“˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ę˙Ú˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙ž˙“˙Š˙š˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Î˙Ď˙Ú˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙ž˙“˙Š˙š˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Í˙Ď˙Ú˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙ž˙“˙Š˙š˙ LBL'CONTROLBAR:ToolTipGLAScienceAnthraxBomb RTSTž˙‘˙‹˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙›˙š˙ž˙›˙“˙†˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'CONTROLBAR:ToolTipUSABuildSecurityFence RTSk˝˙Š˙–˙“˙›˙ß˙Œ˙š˙œ˙Š˙˙–˙‹˙†˙ß˙™˙š˙‘˙œ˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙˙š˙‰˙š˙‘˙‹˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙™˙˙˙’˙ß˙˙ž˙Œ˙Œ˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙ž˙“˙š˙˙‹˙Œ˙ß˙˙™˙ß˙ž˙‘˙†˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙Œ˙Œ˙ß˙‹˙—˙˙˙Š˙˜˙—˙ LBL(CONTROLBAR:ToolTipChinaBuildConcreteWall RTSF˝˙Š˙–˙“˙›˙ß˙œ˙˙‘˙œ˙˙š˙‹˙š˙ß˙ˆ˙ž˙“˙“˙ß˙‹˙—˙ž˙‹˙ß˙˙˙š˙‰˙š˙‘˙‹˙Œ˙ß˙ž˙‘˙†˙ß˙˜˙˙˙Š˙‘˙›˙ß˙Š˙‘˙–˙‹˙ß˙™˙˙˙’˙ß˙˙ž˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ LBL*CONTROLBAR:ToolTipGLABuildBurningBarricade RTS@˝˙Š˙–˙“˙›˙ß˙˙Š˙˙‘˙–˙‘˙˜˙ß˙˙ž˙˙˙–˙œ˙ž˙›˙š˙ß˙‹˙—˙š˙ß˙˙Š˙˙‘˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙˙†˙ß˙‹˙˙ß˙˙ž˙Œ˙Œ˙ß˙˙‰˙š˙˙ß˙–˙‹˙ LBLGUI:QuitToDesktop RTSŽ˙Ş˙ś˙Ť˙ß˙Ť˙°˙ß˙ť˙ş˙Ź˙´˙Ť˙°˙Ż˙ LBLGUI:QuitToDesktopConf RTS2ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙Ž˙Š˙–˙‹˙ß˙˙ž˙œ˙”˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ť˙š˙Œ˙”˙‹˙˙˙Ŕ˙ LBLGUI:NewSaveGame RTSŐ˙Ő˙Ő˙Ő˙Ő˙ß˙ą˙ş˙¨˙ß˙¸˙ž˙˛˙ş˙ß˙Ő˙Ő˙Ő˙Ő˙Ő˙ LBL GUI:TimeAM RTSž˙’˙ LBL GUI:TimePM RTS˙’˙ LBLGUI:OverwriteSaveConfirmation RTS°˙‰˙š˙˙ˆ˙˙–˙‹˙š˙ß˙š˙‡˙–˙Œ˙‹˙–˙‘˙˜˙ß˙™˙–˙“˙š˙Ŕ˙ LBLGUI:LoadGameConfirmation RTS0ź˙Š˙˙˙š˙‘˙‹˙ß˙˜˙ž˙’˙š˙ß˙›˙ž˙‹˙ž˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙“˙˙Œ˙‹˙Ń˙ß˙ł˙˙ž˙›˙ß˙Œ˙ž˙‰˙š˙›˙ß˙˜˙ž˙’˙š˙Ŕ˙ LBLGUI:Rank1Required RTS­˙ž˙ą˙´˙ß˙­˙ş˙Ž˙Ş˙ś˙­˙ş˙ť˙ß˙Ň˙ß˙Î˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:Rank3Required RTS­˙ž˙ą˙´˙ß˙­˙ş˙Ž˙Ş˙ś˙­˙ş˙ť˙ß˙Ň˙ß˙Ě˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:Rank8Required RTS­˙ž˙ą˙´˙ß˙­˙ş˙Ž˙Ş˙ś˙­˙ş˙ť˙ß˙Ň˙ß˙Ę˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:Experience RTS ş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ LBLGUI:RemainingSkillPoints RTSŻ˙˙–˙‘˙‹˙Œ˙ LBLTOOLTIP:ExperienceToLevel RTSş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙‹˙˙ß˙‘˙š˙‡˙‹˙ß˙“˙š˙‰˙š˙“˙ LBLGUI:SaveAndLoad RTS Ź˙ž˙Š˙ş˙Đ˙ł˙°˙ž˙ť˙ LBL GUI:SaveTime RTSŤ˙–˙’˙š˙ LBL GUI:SaveDate RTSť˙ž˙‹˙š˙ LBL SCIENCE:Rank1 RTSÎ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank2 RTSÍ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank3 RTSĚ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank4 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank5 RTSĘ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank6 RTS ˛˙ž˙•˙˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank7 RTS ł˙‹˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank8 RTS¸˙š˙‘˙š˙˙ž˙“˙ LBLCONTROLBAR:StructureExit RTSş˙‡˙–˙‹˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBL$CONTROLBAR:UpgradeChinaAircraftArmor RTS ˛˙–˙¸˙ß˙Ů˙ž˙˙’˙˙˙ LBLCONTROLBAR:RangerMachineGun RTS Ů˙˛˙ž˙œ˙—˙–˙‘˙š˙ß˙¸˙Š˙‘˙ LBLCONTROLBAR:RedguardMachineGun RTS Ů˙˛˙ž˙œ˙—˙–˙‘˙š˙ß˙¸˙Š˙‘˙ LBLCONTROLBAR:RebelMachineGun RTS Ů˙˛˙ž˙œ˙—˙–˙‘˙š˙ß˙¸˙Š˙‘˙ LBLCONTROLBAR:FlashBangGrenadeMode RTSŮ˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙¸˙˙š˙‘˙ž˙›˙š˙ LBLCONTROLBAR:TranqDartsMode RTSŮ˙Ť˙˙ž˙‘˙Ž˙ß˙ť˙ž˙˙‹˙Œ˙ß˙˛˙˙›˙š˙ LBLCONTROLBAR:StunBulletsMode RTSŤ˙ž˙”˙š˙ß˙Ů˙Ż˙˙–˙Œ˙˙‘˙š˙˙ß˙˛˙˙›˙š˙ LBLUPGRADE:AircraftArmor RTSž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ž˙˙’˙˙˙ LBL MAP:USA03Open RTSLą˙˙˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙Ń˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙š˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙š˙Š˙“˙“˙ß˙­˙š˙‹˙˙š˙ž˙‹˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙¸˙Š˙ž˙˙›˙–˙ž˙‘˙ß˙ž˙‘˙˜˙š˙“˙ LBL+CONTROLBAR:TooltipChinaUpgradeAircraftArmor RTSÔ˙Í˙Ę˙Ú˙ß˙˛˙–˙¸˙ß˙—˙š˙ž˙“˙‹˙—˙ LBL*CONTROLBAR:ToolTipSwitchToRangerMachineGun RTS6Ź˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ß˙’˙˙›˙š˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙Š˙˙˙˙Œ˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ LBL,CONTROLBAR:ToolTipSwitchToRedguardMachineGun RTS6Ź˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ß˙’˙˙›˙š˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙Š˙˙˙˙Œ˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ LBL)CONTROLBAR:ToolTipSwitchToRebelMachineGun RTS6Ź˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ß˙’˙˙›˙š˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙Š˙˙˙˙Œ˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ LBL&CONTROLBAR:ToolTipSwitchToUSAFlashBang RTSŞ˙Œ˙š˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙˜˙˙š˙‘˙ž˙›˙š˙Œ˙ LBL*CONTROLBAR:ToolTipSwitchToChinaStunBullets RTSJŹ˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙™˙–˙˙–˙‘˙˜˙ß˙Œ˙‹˙Š˙‘˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙’˙˙›˙š˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙˙š˙‘˙ LBL'CONTROLBAR:ToolTipSwitchToGLATranqDarts RTSCŹ˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙‹˙˙ž˙‘˙Ž˙Ň˙›˙ž˙˙‹˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙˙š˙‘˙ LBLGUI:ProductionQueueFull RTS#Ť˙—˙š˙ß˙Š˙‘˙–˙‹˙Ř˙Œ˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙Ž˙Š˙š˙Š˙š˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLGUI:ParkingPlacesFull RTSž˙“˙“˙ß˙˙ž˙˙”˙–˙‘˙˜˙ß˙˙“˙ž˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙œ˙œ˙Š˙˙–˙š˙›˙ LBLGUI:UnitMaxedOut RTS*Ś˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙Š˙‘˙–˙‹˙ LBL!CONTROLBAR:FireTomahawkAtPosition RTSŮ˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL(CONTROLBAR:ToolTipFireTomahawkAtPosition RTSš˙–˙˙š˙ß˙‹˙˙’˙ž˙—˙ž˙ˆ˙”˙Œ˙ß˙ž˙‹˙ß˙ž˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBLGUI:SurrenderConfirmation RTS#ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙Ź˙Š˙˙˙š˙‘˙›˙š˙˙Ŕ˙ LBL GUI:GameOver RTS ¸˙ž˙’˙š˙ß˙°˙‰˙š˙˙ LBLTOOLTIP:RefreshNat RTS*ź˙“˙–˙œ˙”˙ß˙ž˙™˙‹˙š˙˙ß˙œ˙—˙ž˙‘˙˜˙–˙‘˙˜˙ß˙™˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙Œ˙š˙‹˙Š˙˙ß˙˙˙ß˙ś˙Ź˙Ż˙ LBL GUI:Surrender RTS Ź˙Ş˙­˙­˙ş˙ą˙ť˙ş˙­˙ LBLGUI:SuperweaponEmergencyRepair RTSş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ LBL#CONTROLBAR:FireNukeCannonAtPosition RTSą˙Š˙”˙š˙ß˙Ů˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL&CONTROLBAR:FireInfernoCannonAtPosition RTSś˙‘˙™˙š˙˙‘˙˙ß˙Ů˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL&CONTROLBAR:FireScudExplosiveAtPosition RTSş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙Ů˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL$CONTROLBAR:FireScudAnthraxAtPosition RTSž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙Ů˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBLMAP:USA04Objective1Text RTS2˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙˙š˙ž˙œ˙—˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ LBLMAP:USA04Objective2Text RTS.˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ LBLMAP:USA04Objective3Text RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙Œ˙š˙ LBL*CONTROLBAR:ToolTipFireNukeCannonAtPosition RTS*˝˙˙’˙˙ž˙˙›˙ß˙ž˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙‘˙Š˙”˙š˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙ LBL-CONTROLBAR:ToolTipFireInfernoCannonAtPosition RTS-˝˙˙’˙˙ž˙˙›˙ß˙ž˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙–˙‘˙™˙š˙˙‘˙˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙ LBL-CONTROLBAR:ToolTipFireScudExplosiveAtPosition RTS*˝˙˙’˙˙ž˙˙›˙ß˙ž˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ LBL+CONTROLBAR:ToolTipFireScudAnthraxAtPosition RTS0˝˙˙’˙˙ž˙˙›˙ß˙Œ˙˙š˙œ˙–˙™˙–˙š˙›˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ LBLTOOLTIP:Brightness RTS!ž˙›˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙–˙˜˙—˙‹˙‘˙š˙Œ˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:ScrollSpeed RTSž˙›˙•˙Š˙Œ˙‹˙ß˙’˙ž˙˙ß˙Œ˙œ˙˙˙“˙“˙ß˙Œ˙˙š˙š˙›˙ LBLTOOLTIP:SendDelay RTS4š˙˙˙ß˙š˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙Ş˙Œ˙š˙˙Œ˙ß˙°˙‘˙“˙†˙Ń˙ß˙×˙Ż˙“˙š˙ž˙Œ˙š˙ß˙ź˙˙‘˙Œ˙Š˙“˙‹˙ß˙‹˙—˙š˙ß˙˛˙ž˙‘˙Š˙ž˙“˙Ö˙ LBLGUI:GSFailedToHost RTSź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙—˙˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLBuddy:SelectBuddyToChat RTSŹ˙š˙“˙š˙œ˙‹˙ß˙˝˙Š˙›˙›˙†˙ß˙‹˙˙ß˙œ˙—˙ž˙‹˙ LBL GUI:CannotConnectToServservTitle RTSź˙ž˙ą˙ą˙°˙Ť˙ß˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ LBLGUI:CannotConnectToServserv RTS{Ş˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙š˙Œ˙‹˙ž˙˙“˙–˙Œ˙—˙ß˙ž˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ž˙‘˙›˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙Œ˙š˙˙‰˙š˙˙Œ˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙š˙œ˙”˙ß˙†˙˙Š˙˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBL&MESSAGE:BattlePlanBombardmentInitiated RTS'˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙–˙‹˙–˙ž˙‹˙š˙›˙ LBL&MESSAGE:BattlePlanHoldTheLineInitiated RTS)ˇ˙˙“˙›˙ß˙‹˙—˙š˙ß˙ł˙–˙‘˙š˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙–˙‹˙–˙ž˙‹˙š˙›˙ LBL+MESSAGE:BattlePlanSearchAndDestroyInitiated RTS.Ź˙š˙ž˙˙œ˙—˙ß˙ž˙‘˙›˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙–˙‹˙–˙ž˙‹˙š˙›˙ LBLOBJECT:TechOilRefinery RTS6°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙š˙›˙Š˙œ˙š˙ß˙‹˙—˙š˙ß˙œ˙˙Œ˙‹˙ß˙˙™˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLOBJECT:SupplyDock RTS Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙ LBLGUI:InGameDiplomacy RTS ť˙–˙˙“˙˙’˙ž˙œ˙†˙ LBLGUI:MapPreview RTS ˛˙ž˙˙ß˙Ż˙˙š˙‰˙–˙š˙ˆ˙ LBL GUI:Error RTSş˙˙˙˙˙ LBLBuddy:Disconnected RTS0Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙ő˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙Š˙›˙›˙†˙ß˙“˙–˙Œ˙‹˙ LBLGUI:SandboxMode RTSş˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙Œ˙ž˙‘˙›˙˙˙‡˙ß˙’˙˙›˙š˙Ń˙Ń˙Ń˙ LBLGUI:BookmarkXSet RTS˝˙˙˙”˙’˙ž˙˙”˙ß˙Ü˙Ú˙›˙ß˙Œ˙š˙‹˙ LBLSCIENCE:EmergencyRepair1 RTSş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ß˙Î˙ LBLSCIENCE:EmergencyRepair2 RTSş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ß˙Í˙ LBLSCIENCE:EmergencyRepair3 RTSş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ß˙Ě˙ LBL MAP:CHI05Open RTS%˝˙ž˙“˙†˙”˙œ˙—˙†˙Ó˙ß˙´˙†˙˙˜˙†˙…˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙œ˙˙˙œ˙—˙š˙›˙ß˙ş˙ž˙˙‹˙—˙ LBL(CONTROLBAR:ToolTipScienceEmergencyRepair RTS…­˙š˙˙ž˙–˙˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙ł˙–˙˜˙—˙‹˙ß˙­˙š˙˙ž˙–˙˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙˛˙š˙›˙–˙Š˙’˙ß˙­˙š˙˙ž˙–˙˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ź˙š˙˙–˙˙Š˙Œ˙ß˙­˙š˙˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLGUI:MinSpecFailedTitle RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙ LBLGUI:MinSpecFailedMessage RTSˆŚ˙˙Š˙˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙’˙š˙š˙‹˙ß˙‹˙—˙š˙ß˙’˙–˙‘˙–˙’˙Š˙’˙ß˙—˙ž˙˙›˙ˆ˙ž˙˙š˙ß˙˙š˙Ž˙Š˙–˙˙š˙’˙š˙‘˙‹˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙Œ˙“˙˙ˆ˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙‘˙˙˙’˙ž˙“˙ß˙™˙˙ž˙’˙š˙ß˙˙ž˙‹˙š˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˜˙ž˙’˙š˙Œ˙ LBLTOOLTIP:AlreadyUpgradedDefault RTS'Ť˙—˙–˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙˙š˙š˙‘˙ß˙˙Š˙˙œ˙—˙ž˙Œ˙š˙›˙ LBL$TOOLTIP:HasConflictingUpgradeDefault RTS'ź˙˙‘˙™˙“˙–˙œ˙‹˙–˙‘˙˜˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ß˙˙Š˙˙œ˙—˙ž˙Œ˙š˙›˙ LBLGUI:NoGameSelected RTSŹ˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙˜˙ž˙’˙š˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙™˙–˙˙Œ˙‹˙ LBLGUI:CloseExpScreen RTSť˙˙‘˙š˙ LBLTOOLTIP:CloseExpScreen RTS­˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙¸˙ž˙’˙š˙ LBLGUI:GPNoCommunicator RTS=Ť˙—˙š˙ß˙ź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙˙˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ż˙“˙ž˙†˙‹˙š˙Œ˙‹˙ LBLGUI:GSKickedGameStarted RTSŤ˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ LBLGUI:GSKickedGameFull RTSŤ˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLNetwork:PacketRouterTimeout RTSŻ˙ž˙œ˙”˙š˙‹˙ß˙­˙˙Š˙‹˙š˙˙ß˙Ť˙–˙’˙š˙˙Š˙‹˙ LBLGUI:EstablishingConnectionPaths RTSş˙Ź˙Ť˙ž˙˝˙ł˙ś˙Ź˙ˇ˙ś˙ą˙¸˙ß˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ś˙°˙ą˙ß˙Ż˙ž˙Ť˙ˇ˙Ź˙ LBLUPGRADE:RadarVanScan RTS­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙ß˙Ź˙œ˙ž˙‘˙ LBL MAP:CHI04Open RTS,Ť˙ž˙‘˙˜˙˜˙Š˙“˙ž˙ß˙˛˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ő˙ß˙˝˙˙˙”˙š˙‘˙ß˙ž˙“˙“˙–˙ž˙‘˙œ˙š˙Œ˙ LBL MAP:GLA04Open RTS4ž˙Œ˙‹˙ž˙‘˙ž˙ß˙ź˙–˙‹˙†˙ß˙ő˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙Ň˙°˙œ˙œ˙Š˙˙–˙š˙›˙ß˙ź˙ž˙˙–˙‹˙ž˙“˙ß˙˙™˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ LBLMAP:USA07NewObjective2 RTSZą˙ş˙¨˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBLMAP:USA07GotObjective1 RTS7°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ź˙°˙˛˙Ż˙ł˙ş˙Ť˙ş˙ť˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBLMAP:USA07GotObjective2 RTSX°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ź˙°˙˛˙Ż˙ł˙ş˙Ť˙ş˙ť˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBL GUI:Defaults RTSť˙ş˙š˙ž˙Ş˙ł˙Ť˙Ź˙ LBLTOOLTIP:OptionsAccept RTS1ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‘˙˜˙š˙Œ˙ß˙’˙ž˙›˙š˙ß˙ž˙‘˙›˙ß˙š˙‡˙–˙‹˙ß˙‹˙—˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙˛˙š˙‘˙Š˙ LBLTOOLTIP:OptionsCancel RTS1ş˙‡˙–˙‹˙ß˙‹˙—˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙˛˙š˙‘˙Š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙œ˙—˙ž˙‘˙˜˙š˙Œ˙ LBLTOOLTIP:OptionsDefaults RTS)­˙š˙Œ˙š˙‹˙ß˙‹˙—˙š˙ß˙˙˙‹˙–˙˙‘˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙›˙š˙™˙ž˙Š˙“˙‹˙ß˙Œ˙š˙‹˙‹˙–˙‘˙˜˙Œ˙ LBLMESSAGE:StealthDiscovered RTSş˙‘˙š˙’˙†˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBLMESSAGE:StealthNeutralized RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙ LBLTOOLTIP:SortBuddies RTS(Ź˙˙˙‹˙ß˙˝˙Š˙›˙›˙–˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙“˙–˙Œ˙‹˙ LBL!CONTROLBAR:GeneralsExperienceMenu RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙˛˙š˙‘˙Š˙ LBL,CONTROLBAR:GeneralsExperienceMenuDescription RTSlŹ˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙’˙š˙‘˙Š˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙˙š˙‘˙›˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙˙˙–˙‘˙‹˙Œ˙ß˙˜˙ž˙–˙‘˙š˙›˙ß˙–˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙™˙˙˙ß˙‰˙ž˙˙–˙˙Š˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ř˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ LBLCONTROLBAR:UpDown RTSŹ˙—˙˙ˆ˙Đ˙ˇ˙–˙›˙š˙ß˙Ť˙˙˜˙˜˙“˙š˙ LBLCONTROLBAR:UpDownDescription RTS2Ť˙˙˜˙˜˙“˙š˙Œ˙ß˙ˆ˙—˙š˙‹˙—˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙ž˙˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙˙ß˙—˙–˙›˙›˙š˙‘˙ LBL CONTROLBAR:DisarmMinesAtPosition RTS ź˙Ů˙“˙š˙ž˙˙ß˙˛˙–˙‘˙š˙Œ˙ LBL'CONTROLBAR:ToolTipDisarmMinesAtPosition RTS2ź˙“˙š˙ž˙˙ß˙’˙–˙‘˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙’˙ž˙“˙“˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙ž˙˙š˙ž˙ LBLTOOLTIP:ScienceCostUnavailable RTSź˙˙Œ˙‹˙Ĺ˙ß˙Ş˙‘˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ LBLGUI:OnlineIPAddresses RTS °˙‘˙“˙–˙‘˙š˙ß˙ś˙Ż˙Ĺ˙ LBLGUI:GSDisconReason16 RTS+ž˙ß˙˙˙˙™˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBLGUI:GSDisconReason17 RTS,Ť˙—˙ž˙‹˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙–˙Œ˙ß˙–˙‘˙œ˙˙˙˙š˙œ˙‹˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙‹˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙ LBLGUI:GSDisconReason18 RTS+ž˙ß˙˙˙˙™˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBLGUI:GSDisconReason19 RTS$Ź˙š˙˙‰˙š˙˙ß˙š˙˙˙˙˙ß˙Ň˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLBuddy:MessageDisconnected RTS0Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙ő˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙Š˙›˙›˙†˙ß˙“˙–˙Œ˙‹˙ LBLGUI:PlayerHasBeenDefeated RTSÚ˙“˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ť˙š˙™˙š˙ž˙‹˙š˙›˙ LBL.CONTROLBAR:UpgradeAmericaRangerCaptureBuilding RTSŮ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL.CONTROLBAR:UpgradeChinaRedguardCaptureBuilding RTSŮ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL)CONTROLBAR:UpgradeGLARebelCaptureBuilding RTSŮ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLCONTROLBAR:DetonateBombTruck RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙Ů˙ą˙˙ˆ˙Ţ˙ LBLUPGRADE:RangerCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLUPGRADE:RedguardCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLUPGRADE:RebelCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL#CONTROLBAR:TooltipDetonateBombTruck RTSE°˙˙›˙š˙˙Œ˙ß˙‹˙—˙š˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ß˙‹˙˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ž˙‹˙ß˙—˙–˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBL1CONTROLBAR:ToolTipUSAUpgradeRangerCaptureBuilding RTS3ş˙‘˙ž˙˙“˙š˙Œ˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‘˙›˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL5CONTROLBAR:ToolTipChinaUpgradeRedGuardCaptureBuilding RTS6ş˙‘˙ž˙˙“˙š˙Œ˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‘˙›˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL0CONTROLBAR:ToolTipGLAUpgradeRebelCaptureBuilding RTS2ş˙‘˙ž˙˙“˙š˙Œ˙ß˙­˙š˙˙š˙“˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‘˙›˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL GUI:Loading RTSł˙°˙ž˙ť˙ś˙ą˙¸˙ LBLTOOLTIP:EmoteButton RTSş˙’˙˙‹˙š˙ LBLCONTROLBAR:Power RTSŻ˙˙ˆ˙š˙˙ LBLCONTROLBAR:PowerDescription RTS&ź˙Š˙˙˙š˙‘˙‹˙ß˙Ż˙˙ˆ˙š˙˙Ĺ˙ß˙Ú˙›˙ß˙ő˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙ß˙Ż˙˙ˆ˙š˙˙Ĺ˙ß˙Ú˙›˙ LBLCONTROLBAR:Money RTS˛˙˙‘˙š˙†˙ LBLCONTROLBAR:MoneyDescription RTS$Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙˙™˙ß˙’˙˙‘˙š˙†˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ LBLMAP:TourneyArena RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ť˙š˙Œ˙š˙˙‹˙ LBLUPGRADE:AmericaDroneARmor RTS ť˙˙˙‘˙š˙ß˙ž˙˙’˙˙˙ LBLUPGRADE:APRockets RTSž˙˙’˙˙˙ß˙Ż˙–˙š˙˙œ˙–˙‘˙˜˙ß˙­˙˙œ˙”˙š˙‹˙Œ˙ LBL#ThingTemplate:EuropeanTowerBridge01 RTS˝˙˙–˙›˙˜˙š˙ LBL(ThingTemplate:BridgeTowerConcreteRight02 RTS˝˙˙–˙›˙˜˙š˙ LBLTeam:0 RTSą˙˙‘˙š˙ LBLTeam:1 RTSÎ˙ LBLTeam:2 RTSÍ˙ LBLTeam:3 RTSĚ˙ LBLTeam:4 RTSË˙ LBLTeam:AI RTSź˙Ż˙Ş˙ LBLGUI:RestartConfirmation RTS!ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙Œ˙‹˙ž˙˙‹˙Ŕ˙ LBLGUI:ErrorStartingGame RTSş˙­˙­˙°˙­˙ß˙Ź˙Ť˙ž˙­˙Ť˙ś˙ą˙¸˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:TooManyPlayers RTS!Ť˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙˙‘˙“˙†˙ß˙Œ˙Š˙˙˙˙˙‹˙Œ˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLGUI:SandboxWarning RTS.ź˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙Ź˙‹˙ž˙˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙ß˙Œ˙ž˙‘˙›˙˙˙‡˙ß˙˜˙ž˙’˙š˙ LBLGUI:CantFindMap RTS%ź˙ž˙‘˙‘˙˙‹˙ß˙™˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙’˙ž˙˙Ń˙ß˙ś˙Œ˙ß˙–˙‹˙ß˙œ˙˙˙˙Š˙˙‹˙š˙›˙Ŕ˙ LBLGUI:EnterSaveDesc RTSş˙‘˙‹˙š˙˙ß˙˜˙ž˙’˙š˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ LBLGUI:MissionSave RTS˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ź˙‹˙ž˙˙‹˙ß˙Ň˙ß˙Ú˙Œ˙ß˙Ú˙›˙ LBLGUI:SaveReplay RTS Ź˙ž˙Š˙ş˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:OverwriteReplayTitle RTS°˙Š˙ş˙­˙¨˙­˙ś˙Ť˙ş˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:OverwriteReplay RTS°˙‰˙š˙˙ˆ˙˙–˙‹˙š˙ß˙­˙š˙˙“˙ž˙†˙Ŕ˙ LBLGUI:ConfirmDelete RTS*ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙›˙š˙“˙š˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙Ŕ˙ LBLGUI:DeleteGame RTSť˙ş˙ł˙ş˙Ť˙ş˙ LBLGUI:GameSaveComplete RTSŐ˙Ő˙Ő˙ß˙¸˙ž˙’˙š˙ß˙Ź˙ž˙‰˙š˙›˙ß˙Ő˙Ő˙Ő˙ LBL CAMPAIGN:USA RTSŞ˙Ź˙ž˙ LBL CAMPAIGN:GLA RTS¸˙ł˙ž˙ LBLCAMPAIGN:China RTSź˙—˙–˙‘˙ž˙ LBLGUI:Easy RTSş˙ž˙Œ˙†˙ LBLGUI:Hard RTSˇ˙ž˙˙›˙ LBLGUI:SelectDifficulty RTSŹ˙ş˙ł˙ş˙ź˙Ť˙ß˙ť˙ś˙š˙š˙ś˙ź˙Ş˙ł˙Ť˙Ś˙ LBLGUI:NumPlayersOnline RTSŤ˙˙‹˙ž˙“˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙˙‘˙“˙–˙‘˙š˙Ĺ˙ß˙Ú˙›˙ LBLGUI:AllowableMaps RTSž˙“˙“˙˙ˆ˙ž˙˙“˙š˙ß˙˛˙ž˙˙Œ˙ LBLGUI:QuickMatchTitle RTS Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ LBLLOAD:TRAINING_1 RTS'Ň˙ß˙¸˙ł˙ž˙ß˙œ˙˙‘˙‹˙˙˙“˙Œ˙ß˙ž˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙Ż˙“˙ž˙‘˙‹˙ LBLLOAD:TRAINING_2 RTS$Ň˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙Ż˙“˙ž˙‘˙‹˙ LBLLOAD:TRAINING_3 RTSŇ˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL LOAD:USA01_1 RTSŇ˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBL LOAD:USA01_2 RTSŇ˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙ž˙Œ˙š˙›˙ß˙–˙‘˙ß˙˝˙ž˙˜˙—˙›˙ž˙›˙ LBL LOAD:USA01_3 RTSŇ˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL LOAD:USA02_1 RTSŇ˙ß˙¸˙ł˙ž˙ß˙“˙š˙ž˙›˙š˙˙Œ˙ß˙‹˙˙ž˙œ˙”˙š˙›˙ß˙‹˙˙ß˙Ś˙š˙’˙š˙‘˙ LBL LOAD:USA02_2 RTS'Ň˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙ß˙ž˙˙š˙ß˙Œ˙š˙ž˙˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙ß˙œ˙˙–˙’˙–˙‘˙ž˙“˙Œ˙ LBL LOAD:USA02_3 RTSŇ˙ß˙Ź˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙˙–˙“˙˙‹˙Œ˙ LBL LOAD:USA03_1 RTS Ň˙ß˙Ş˙Ź˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙™˙Š˙“˙“˙ß˙˙š˙‹˙˙š˙ž˙‹˙ LBL LOAD:USA03_2 RTSŇ˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙–˙‘˙ß˙œ˙“˙˙Œ˙š˙ß˙˙Š˙˙Œ˙Š˙–˙‹˙ LBL LOAD:USA03_3 RTS%Ň˙ß˙Ż˙˙˙‰˙–˙›˙š˙ß˙œ˙˙‰˙š˙˙ß˙™˙˙˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙™˙˙˙œ˙š˙Œ˙ LBL LOAD:USA04_1 RTS'Ň˙ß˙¸˙ł˙ž˙ß˙‹˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙œ˙ž˙’˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBL LOAD:USA04_2 RTSŇ˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL LOAD:USA06_1 RTS!Ň˙ß˙Ż˙š˙ž˙œ˙š˙ß˙œ˙˙‘˙™˙š˙˙š˙‘˙œ˙š˙ß˙–˙‘˙ß˙´˙ž˙˙ž˙˙ž˙ß˙ź˙–˙‹˙†˙ LBL LOAD:USA06_2 RTSŇ˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ß˙‹˙˙Š˙Œ˙‹˙š˙›˙ LBL LOAD:USA06_3 RTS Ň˙ß˙˝˙š˙ß˙˙‘˙ß˙ž˙“˙š˙˙‹˙ LBL LOAD:USA07_1 RTS1Ň˙ß˙ž˙ß˙˙˙˜˙Š˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙—˙ž˙Œ˙ß˙•˙˙–˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL LOAD:USA07_2 RTS%Ň˙ß˙ş˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙˙š˙“˙†˙–˙‘˙˜˙ß˙˙‘˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ LBL LOAD:USA07_3 RTS%Ň˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ LBL LOAD:USA08_1 RTS+Ň˙ß˙Ş˙Ź˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙˙–˙‹˙ž˙“˙ LBL LOAD:USA08_2 RTSŇ˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙˙–˙˙“˙˙˜˙–˙œ˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBL LOAD:USA08_3 RTS*Ň˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙“˙š˙›˙˜˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙‹˙˙ß˙Ş˙Ź˙ LBL LOAD:USA08_4 RTSŇ˙ß˙¸˙ł˙ž˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ LBLLOAD:China01_1 RTSŇ˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙’˙–˙˜˙—˙‹˙ß˙–˙Œ˙ß˙˙‘˙ß˙˙ž˙˙ž˙›˙š˙ LBLLOAD:China01_2 RTS"Ň˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙›˙–˙Œ˙˙“˙ž˙†˙ LBLLOAD:China01_3 RTS&Ň˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙‘˙†˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙–˙‘˙ß˙˝˙š˙–˙•˙–˙‘˙˜˙ß˙ž˙˙š˙ž˙ LBLLOAD:China02_1 RTS+Ň˙ß˙¸˙ł˙ž˙ß˙œ˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙–˙‘˙ß˙ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙ LBLLOAD:China02_2 RTS0Ň˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙œ˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙ž˙Œ˙ß˙˙ž˙Œ˙š˙ LBLLOAD:China02_3 RTSŇ˙ß˙ź˙š˙“˙“˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙š˙˙ž˙›˙–˙œ˙ž˙‹˙š˙›˙ LBLLOAD:China03_1 RTS,Ň˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙–˙‘˙™˙š˙Œ˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙Ť˙—˙˙š˙š˙ß˙¸˙˙˙˜˙š˙Œ˙ß˙ť˙ž˙’˙ß˙ž˙˙š˙ž˙ LBLLOAD:China03_2 RTS.Ň˙ß˙ş˙‘˙š˙’˙†˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙‘˙˙ˆ˙ß˙‹˙—˙˙š˙ž˙‹˙š˙‘˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ LBLLOAD:China03_3 RTS#Ň˙ß˙ť˙˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙‹˙—˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙™˙˙˙œ˙š˙Œ˙ LBLLOAD:China04_1 RTS)Ň˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙ß˙ž˙ß˙˝˙–˙˙Ň˙Ť˙˙‡˙–˙‘˙ß˙™˙ž˙œ˙‹˙˙˙†˙ LBLLOAD:China04_2 RTS3Ň˙ß˙ł˙˙œ˙ž˙‹˙š˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙ˆ˙–˙‹˙—˙ß˙—˙š˙“˙˙ß˙˙™˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBLLOAD:China04_3 RTS(Ň˙ß˙ž˙–˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙–˙›˙ß˙–˙‘˙ß˙–˙‹˙Œ˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBLLOAD:China05_1 RTSŇ˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙‹˙ž˙”˙š˙‘˙ß˙˙‰˙š˙˙ß˙˝˙ž˙“˙†˙”˙œ˙—˙†˙ LBLLOAD:China05_2 RTS$Ň˙ß˙Ş˙Ź˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙‰˙–˙›˙š˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLLOAD:China05_3 RTS*Ň˙ß˙ź˙ž˙“˙“˙ß˙–˙‘˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBLLOAD:China06_1 RTS/Ň˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙š˙˙š˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙­˙ž˙–˙“˙˙˙ž˙›˙Œ˙ LBLLOAD:China06_2 RTS'Ň˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙˝˙–˙Œ˙—˙”˙š˙”˙Ó˙ß˙ž˙“˙›˙ž˙Œ˙‹˙ž˙‘˙ LBLLOAD:China06_3 RTS-Ň˙ß˙Ş˙Œ˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙˙˙–˙›˙˜˙š˙ LBLLOAD:China07_1 RTS3Ň˙ß˙¸˙ł˙ž˙ß˙ž˙Œ˙–˙ž˙‘˙ß˙‹˙š˙˙˙˙˙–˙Œ˙‹˙ß˙œ˙š˙“˙“˙ß˙–˙›˙š˙‘˙‹˙–˙™˙–˙š˙›˙ß˙–˙‘˙ß˙Ť˙ž˙•˙–˙”˙–˙Œ˙‹˙ž˙‘˙ LBLLOAD:China07_2 RTS,Ň˙ß˙ž˙Š˙‹˙—˙˙˙–˙…˙š˙›˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙†˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ž˙˙Œ˙š˙‘˙ž˙“˙ LBL LOAD:GLA01_1 RTSŇ˙ß˙˛˙ž˙‘˙†˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙“˙˙Œ˙‹˙ LBL LOAD:GLA01_2 RTS"Ň˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Œ˙˙˙š˙ž˙›˙ß˙‹˙—˙–˙‘˙ LBL LOAD:GLA01_3 RTSŇ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙™˙˙˙œ˙š˙Œ˙ LBL LOAD:GLA02_1 RTS)Ň˙ß˙Ş˙Ń˙ą˙Ń˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙š˙‘˙ß˙˙˙Š˙‹˙š˙ß˙‹˙˙ß˙ž˙“˙’˙ž˙‹˙†˙ß˙˙š˙˜˙–˙˙‘˙ LBL LOAD:GLA02_2 RTS*Ň˙ß˙ś˙‘˙‹˙š˙˙œ˙š˙˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙›˙š˙“˙–˙‰˙š˙˙–˙š˙Œ˙ß˙™˙˙˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL LOAD:GLA02_3 RTS/Ň˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙™˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙‹˙—˙ß˙™˙Š˙‘˙›˙Œ˙ LBL LOAD:GLA03_1 RTS1Ň˙ß˙°˙˙˙˙š˙Œ˙Œ˙˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙˙˙Š˙˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙™˙ß˙Ľ˙—˙ž˙’˙˙Š˙“˙ LBL LOAD:GLA03_2 RTS'Ň˙ß˙Ť˙—˙š˙–˙˙ß˙˙‘˙“˙†˙ß˙‹˙˙Š˙š˙ß˙™˙˙š˙š˙›˙˙’˙ß˙“˙–˙š˙Œ˙ß˙–˙‘˙ß˙›˙š˙ž˙‹˙—˙ LBL LOAD:GLA03_3 RTS&Ň˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙’˙ LBL LOAD:GLA04_1 RTS$Ň˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙‘˙š˙ˆ˙ß˙ž˙“˙“˙–˙š˙Œ˙ß˙–˙‘˙ß˙ž˙Œ˙‹˙ž˙‘˙ž˙ LBL LOAD:GLA04_2 RTS%Ň˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙—˙ž˙˙ž˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL LOAD:GLA04_3 RTS0Ň˙ß˙¨˙—˙–˙“˙š˙ß˙ž˙Œ˙‹˙ž˙‘˙ž˙ß˙˙Š˙˙‘˙Œ˙Ó˙ß˙“˙˙˙‹˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙™˙˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL LOAD:GLA05_1 RTS/Ň˙ß˙Ť˙—˙š˙ß˙ž˙˙˙˙˜˙ž˙‘˙œ˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˜˙˙ß˙Š˙‘˙ž˙‘˙Œ˙ˆ˙š˙˙š˙›˙ LBL LOAD:GLA05_2 RTS*Ň˙ß˙´˙š˙š˙˙ß˙˙š˙˜˙–˙˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙–˙’˙˙š˙˙–˙ž˙“˙–˙Œ˙‹˙ß˙˜˙˙ž˙Œ˙˙ LBL LOAD:GLA05_3 RTS$Ň˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙Ř˙Œ˙Š˙˙š˙˙–˙˙˙Ř˙ß˙ž˙–˙˙ß˙™˙˙˙œ˙š˙ LBL LOAD:GLA06_1 RTS(Ň˙ß˙­˙š˙˙˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙“˙ß˙Ź˙š˙ž˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙˜˙˙˙›˙ LBL LOAD:GLA06_2 RTS6Ň˙ß˙Ş˙Ź˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙‹˙˙‡˙–˙‘˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL LOAD:GLA06_3 RTSŇ˙ß˙­˙š˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL LOAD:GLA07_1 RTS&Ň˙ß˙¸˙ł˙ž˙ß˙›˙š˙™˙š˙œ˙‹˙˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙•˙˙–˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ź˙—˙–˙‘˙ž˙ LBL LOAD:GLA07_2 RTS2Ň˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙š˙‰˙š˙˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙Š˙˙˙“˙†˙ß˙“˙–˙‘˙š˙Œ˙ LBL LOAD:GLA07_3 RTS1Ň˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBL LOAD:GLA08_1 RTS Ň˙ß˙Ť˙ž˙”˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙ LBL LOAD:GLA08_2 RTS=Ň˙ß˙Ť˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙‹˙—˙š˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙“˙–˙‰˙š˙˙ß˙›˙š˙ž˙›˙“˙†˙ß˙‹˙˙‡˙–˙‘˙ß˙‹˙˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL LOAD:GLA08_3 RTSŇ˙ß˙°˙Š˙˙ß˙›˙š˙Œ˙‹˙–˙‘˙†˙ß˙–˙Œ˙ß˙ž˙‹˙ß˙—˙ž˙‘˙›˙ LBLTOOLTIP:DownloadProgress RTSť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙Ż˙˙˙˜˙˙š˙Œ˙Œ˙ LBLTOOLTIP:BattleHonorBlitz10 RTSG˝˙“˙–˙‹˙…˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙˙˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLTOOLTIP:BattleHonorBlitz5 RTSF˝˙“˙–˙‹˙…˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙˙˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorLoyaltyUSADisabled RTSEŞ˙Ź˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙Ş˙Ź˙ž˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL'TOOLTIP:BattleHonorLoyaltyChinaDisabled RTSIź˙—˙–˙‘˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙ź˙—˙–˙‘˙ž˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorLoyaltyGLADisabled RTSI¸˙ł˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorBattleTankDisabled RTSS˝˙ž˙‹˙‹˙“˙š˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙Ę˙Ď˙Ô˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL"TOOLTIP:BattleHonorAirWingDisabled RTSSž˙–˙˙ß˙¨˙–˙‘˙˜˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙Í˙Ď˙Ô˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL$TOOLTIP:BattleHonorEnduranceDisabled RTSHş˙‘˙›˙Š˙˙ž˙‘˙œ˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙’˙ž˙˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙ž˙ß˙˝˙˙˙‘˙…˙š˙Ó˙ß˙Ź˙–˙“˙‰˙š˙˙Ó˙ß˙˙˙ß˙¸˙˙“˙›˙ß˙’˙š˙›˙ž˙“˙ LBL&TOOLTIP:BattleHonorCampaignUSADisabled RTS…Ş˙Ź˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL(TOOLTIP:BattleHonorCampaignChinaDisabled RTS‰ź˙—˙–˙‘˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL&TOOLTIP:BattleHonorCampaignGLADisabled RTS…¸˙ł˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL$TOOLTIP:BattleHonorChallengeDisabled RTSGź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ť˙š˙™˙š˙ž˙‹˙ß˙Î˙Ň˙Č˙ß˙ˇ˙ž˙˙›˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLGUI:BuildingsKilledStat RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙´˙–˙“˙“˙š˙›˙ LBLGUI:BuildingsBuiltStat RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˝˙Š˙–˙“˙‹˙ LBLGUI:BuildingsLostStat RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ł˙˙Œ˙‹˙ LBLGUI:QMWinStreak RTSŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙ˆ˙–˙‘˙ß˙Œ˙‹˙˙š˙ž˙”˙ LBLGUI:LastLadder RTS ł˙ž˙Œ˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ LBLGUI:LobbyJoined RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙•˙˙–˙‘˙š˙›˙ß˙Ú˙“˙Œ˙ LBLGUI:GSNoLoginInfoAll RTSWŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙š˙’˙ž˙–˙“˙Ó˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙Ó˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoEmailNickname RTSLŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙š˙’˙ž˙–˙“˙ß˙ž˙‘˙›˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoEmailPassword RTSLŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙š˙’˙ž˙–˙“˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:Any RTSž˙‘˙†˙ LBL!GUI:GSNoLoginInfoNicknamePassword RTSOŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoEmail RTS?Ż˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙š˙’˙ž˙–˙“˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoNickname RTSBŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoPassword RTSBŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBL Buddy:MultipleOnlineNotification RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙›˙›˙–˙š˙Œ˙ß˙˙‘˙“˙–˙‘˙š˙ LBLGUI:ResetHonors RTS ­˙š˙Œ˙š˙‹˙ß˙ˇ˙˙‘˙˙˙Œ˙ LBLChat:Observers RTS°˙˙Œ˙š˙˙‰˙š˙˙Œ˙ß˙Š˙–˙š˙ˆ˙ LBLTOOLTIP:buddies RTSŹ˙˙˙‹˙ß˙˜˙ž˙’˙š˙ß˙“˙–˙Œ˙‹˙ß˙˙†˙ß˙˝˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:AddToBuddies RTS$ž˙›˙›˙ß˙ž˙ß˙˙“˙ž˙†˙š˙˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙“˙–˙Œ˙‹˙ß˙˙™˙ß˙˝˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:StagingPlayerInfo RTSUő˙ß˙­˙š˙˜˙–˙˙‘˙Ĺ˙ß˙Ú˙“˙Œ˙ß˙ő˙ß˙Ż˙–˙‘˙˜˙Ĺ˙ß˙Ú˙›˙ß˙’˙Œ˙ß˙ő˙ß˙Ú˙›˙ß˙ˆ˙–˙‘˙Œ˙Đ˙Ú˙›˙ß˙“˙˙Œ˙Œ˙š˙Œ˙ß˙ő˙ß˙Ú˙›˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ß˙ő˙ß˙š˙ž˙‰˙˙˙–˙‹˙š˙ß˙ž˙˙’˙†˙Ĺ˙ß˙Ú˙“˙Œ˙ LBLGUI:CantBuildTooCloseToSupplies RTSFŚ˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙˙š˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙ž˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL OBJECT:Frosty RTSŹ˙‘˙˙ˆ˙’˙ž˙‘˙ LBL OBJECT:Prop RTSŃ˙ LBLOBJECT:BigGate RTS¸˙ž˙‹˙š˙ LBLOBJECT:TownHall RTS Ť˙˙ˆ˙‘˙ß˙ˇ˙ž˙“˙“˙ LBLOBJECT:RailroadBridge RTS­˙ž˙–˙“˙˙˙ž˙›˙ß˙˝˙˙–˙›˙˜˙š˙ LBL OBJECT:TheLoo RTS °˙Š˙‹˙ß˙ˇ˙˙Š˙Œ˙š˙ LBLOBJECT:TrainCar RTS Ť˙˙ž˙–˙‘˙ß˙ź˙ž˙˙ LBLOBJECT:SandBagWall RTS Ź˙ž˙‘˙›˙˙ž˙˜˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:Structure RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:Airport RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙ž˙–˙˙˙˙˙‹˙ LBLOBJECT:Highrise RTSˇ˙–˙˜˙—˙˙–˙Œ˙š˙ LBLOBJECT:BridgeTower RTS ˝˙˙–˙›˙˜˙š˙ß˙Ť˙˙ˆ˙š˙˙ LBL OBJECT:Field RTSŻ˙–˙‹˙œ˙—˙ LBLOBJECT:SoccerStadiumGoal RTS¸˙˙ž˙“˙ LBLOBJECT:BigLightpost RTS ł˙–˙˜˙—˙‹˙ß˙Ż˙˙Œ˙‹˙ LBL MAP:BigRivers RTS ˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ß˙š˙˙‡˙ LBL MAP:CHI01Open RTS4ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˛˙–˙“˙–˙‹˙ž˙˙†˙ß˙Ż˙ž˙˙ž˙›˙š˙Ó˙ß˙˝˙š˙–˙•˙–˙‘˙˜˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙ž˙ˆ˙ž˙”˙š˙Œ˙ LBLMAP:CHI03Obj1Done RTS˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:CHI07Obj1 RTS:˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙Œ˙‹˙ž˙˙“˙–˙Œ˙—˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙“˙˙œ˙ž˙‹˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ LBL MAP:CHI07Obj2 RTS#˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBLMAP:GLA02OpenAlt2 RTSNŠ˙–˙“˙“˙ž˙˜˙š˙Œ˙ß˙°˙Š˙‹˙Œ˙–˙›˙š˙ß˙ž˙“˙’˙ž˙‹˙†˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙š˙–˙…˙š˙ß˙‹˙—˙š˙ß˙™˙˙˙š˙–˙˜˙‘˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBLMAP:GLA02OpenAlt1 RTSDŠ˙–˙“˙“˙ž˙˜˙š˙Œ˙ß˙°˙Š˙‹˙Œ˙–˙›˙š˙ß˙ž˙“˙’˙ž˙‹˙†˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ż˙–˙“˙“˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙Š˙–˙“˙“˙ž˙˜˙š˙ LBLMAP:GLA06OpenAlt2 RTS]¨˙š˙Œ˙‹˙š˙˙‘˙ß˙Ź˙—˙˙˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙“˙ß˙Ź˙š˙ž˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙‹˙š˙ž˙“˙ß˙‹˙—˙š˙ß˙˙˙–˙Œ˙˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBLMAP:GLA06OpenAlt1 RTSJ¨˙š˙Œ˙‹˙š˙˙‘˙ß˙Ź˙—˙˙˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙“˙ß˙Ź˙š˙ž˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ž˙˙˙˙˙˙˙–˙ž˙‹˙š˙ß˙Ż˙˙–˙Œ˙˙‘˙Œ˙ LBLMAP:GLA07OpenAlt2 RTSKŹ˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙ą˙š˙ž˙˙ß˙ł˙š˙‘˙˜˙š˙˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙ž˙˙˙š˙‘˙Œ˙ß˙‹˙˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLMAP:GLA07OpenAlt RTS;Ź˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙ą˙š˙ž˙˙ß˙ł˙š˙‘˙˜˙š˙˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ť˙˙˙•˙ž˙‘˙ß˙ˇ˙˙˙Œ˙š˙ LBLMAP:GLA03Open02 RTS@ź˙—˙–˙‘˙š˙Œ˙š˙Ň˙°˙œ˙œ˙Š˙˙–˙š˙›˙ß˙Ľ˙—˙ž˙’˙˙Š˙“˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙­˙–˙˜˙—˙‹˙š˙˙Š˙Œ˙ß˙š˙–˙˙š˙ LBLMAP:GLA03Directive RTSPś˙‘˙™˙˙˙’˙ž˙‘˙‹˙ß˙­˙š˙˙˙˙‹˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙‹˙˙ß˙˙˙‹˙ž˙–˙‘˙ß˙ž˙‘˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ LBLMAP:USA02Hint1Text RTS4Ş˙Œ˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙‹˙˙ß˙˜˙˙ž˙‘˙‹˙ß˙ž˙›˙›˙š˙›˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙œ˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:USA02Hint2Text RTSFŞ˙Œ˙š˙ß˙‹˙—˙š˙ß˙­˙ž˙‘˙˜˙š˙˙Ř˙Œ˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLMAP:USA03Hint1Text RTS1˝˙Š˙–˙“˙›˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:USA04Hint1Text RTS=Ş˙Œ˙š˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙Ň˙˙˙–˙‘˙‹˙Œ˙ LBLMAP:NVIDIATEXT RTS1ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ő˙ß˙ź˙˙’˙–˙‘˙˜˙ß˙š˙š˙˙˙Š˙ž˙˙†˙ß˙Í˙Ď˙Ď˙Ě˙ LBLMAP:USA06ObjHint2 RTSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLMAP:USA06ObjHint1 RTS3ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙š˙˙š˙ LBLMAP:GLA03Objective07 RTS-°˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙Ĺ˙ß˙ő˙ß˙Ě˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ LBLMAP:GLA03Objective08 RTS6°˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙Ĺ˙ß˙ő˙ß˙Ż˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL MAP:GLA05Open RTS!ž˙›˙ž˙‘˙ž˙Ó˙ß˙Ť˙Š˙˙”˙š˙†˙ß˙ő˙ß˙ś˙‘˙œ˙–˙˙“˙–˙”˙ß˙ž˙–˙˙ß˙˝˙ž˙Œ˙š˙ LBLSCRIPT:GLA05Directive03 RTSP¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙˙˙Š˙‘˙›˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLSCRIPT:GLA05Directive04 RTS6Ź˙š˙œ˙˙‘˙›˙ž˙˙†˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙˙†˙ß˙˙Š˙‹˙˙˙Œ˙‹˙ LBLSCRIPT:GLA05Directive05 RTSh¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙˙˙Š˙‘˙›˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙‹˙˙ß˙Œ˙—˙˙˙‹˙ß˙›˙˙ˆ˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL MAP:GLA08Open RTSL˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙Ó˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙˙‰˙–˙š˙‹˙Ň˙ş˙˙ž˙ß˙­˙˙œ˙”˙š˙‹˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLMAP:GLA08Open02 RTS)Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙ LBLSCRIPT:GLA08Objective01 RTS\˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ź˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˙˙œ˙”˙š˙‹˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙˜˙ž˙‘˙‹˙˙†˙ LBLSCRIPT:GLA08Objective02 RTS8˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLSCRIPT:GLA08Objective03 RTS5˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˙˙œ˙”˙š˙‹˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙˜˙ž˙‘˙‹˙˙†˙ LBLSCRIPT:GLA08Directive04 RTS%¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ş˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ LBLMAP:USA07hint1 RTS ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙‹˙–˙“˙–˙…˙š˙ß˙‹˙—˙–˙Œ˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙ LBLMAP:CHI05ObjInit RTSD˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ě˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙’˙˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL MAP:CHI05Obj4 RTSŤ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Ë˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBL MAP:CHI05Obj3 RTSŤ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Ě˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBL MAP:CHI05Obj2 RTSŤ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Í˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBL MAP:CHI05Obj1 RTS Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙Î˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBLMAP:CHI05Objhint1 RTS ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙‹˙–˙“˙–˙…˙š˙ß˙‹˙—˙–˙Œ˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙ LBLMAP:CHI05Objhint2 RTS ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙Œ˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBLMAP:CHI05ObjCBReady RTS(ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ˆ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ LBLMAP:USA08MapName RTS ł˙ž˙Œ˙‹˙ß˙ź˙ž˙“˙“˙ LBL MAP:USA08Open RTS1¸˙ł˙ž˙ß˙ź˙ž˙˙–˙‹˙ž˙“˙ß˙ź˙–˙‹˙†˙Ó˙ß˙ž˙“˙›˙ž˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ł˙ž˙Œ˙‹˙ß˙ź˙ž˙“˙“˙ LBLMAP:USA08OpenAlt RTS)ž˙”˙’˙˙“˙ž˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ł˙ž˙Œ˙‹˙ß˙ź˙ž˙“˙“˙ LBLMAP:USA08Objective01 RTS:˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLMAP:USA08WallGarWarning RTSg¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙“˙“˙ß˙ő˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙Š˙Œ˙š˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˙ž˙‘˙˜˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙¸˙ł˙ž˙ß˙‹˙˙˙˙˙Œ˙ LBLMAP:USA08ChinaHint RTSVź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙œ˙˙’˙˙–˙‘˙š˙›˙ß˙Ş˙Ź˙ß˙ž˙‘˙›˙ß˙ź˙—˙–˙‘˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙ˆ˙–˙˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBLMAP:USA08SCUDStormWarn RTS/¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙ß˙ž˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBLMAP:USA08MineWarn RTS"¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLMAP:USA08GLABaseKIA RTSOŤ˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ LBLCONTROLBAR:TooltipCarpetBomb RTS1ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Í˙Ĺ˙Ě˙Ď˙ LBLCONTROLBAR:TooltipCrateDrop RTSť˙˙˙˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙˙ž˙‹˙š˙Œ˙ LBLCONTROLBAR:TooltipDetonateNuke RTSş˙‡˙˙“˙˙›˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙›˙š˙‰˙–˙œ˙š˙ LBLMAP:GLA01Objective RTS#˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ť˙ž˙’˙ LBLMAP:GLA01Objective2 RTS,˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙ž˙Œ˙š˙ LBLMAP:TrainingGenerals RTSDł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙˙–˙˜˙—˙‹˙ß˙œ˙˙˙‘˙š˙˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙ˆ˙di%di%Ěß˙ˆ˙ž˙˙xi%xi%¸ž˙–˙ˆi%ˆi%¨¸˙ł˙ž˙ß˙‹˙˙˙˙˙Œ˙¨i%¨i%ˆ„–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙äi%äi%Lěi%D@‘˙‹˙š˙˙j%j%,˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙@j%@j%đ¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙‹˙lj%lj%ď˙š˙‘˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙š˙‘˙‹˙Œ˙˙¸j%¸j%xÄj%Äj%l˙š˙ž˙‹˙Řj%Řj%X˙ LBLMAP:TrainingSalvage RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙ž˙ß˙˙‘˙i%i%,˙Š˙‹˙‹˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙˙–˙˜˙—˙‹˙ß˙œ˙˙˙‘˙š˙˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙ˆ˙di%di%Ěß˙ˆ˙ž˙˙xi%xi%¸ž˙–˙ˆi%ˆi%¨¸˙ł˙ž˙ß˙‹˙˙˙˙˙Œ˙¨i%¨i%ˆ„–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙äi%äi%Lěi%D@‘˙‹˙š˙˙j%j%,˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙@j%@j%đ¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙‹˙lj%lj%ď˙š˙‘˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙š˙‘˙‹˙Œ˙˙¸j%¸j%xÄj%Äj%l˙š˙ž˙‹˙Řj%Řj%X LBLMAP:TrainingUpgrade RTSŘŞ˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙Š˙˜˙—˙‹˙ß˙ž˙‹˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ť˙—˙š˙†˙ß˙–˙’˙˙˙˙‰˙š˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙–˙œ˙˙‘˙ß˙‹˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙†˙˙Š˙˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLGUI:SaveAndContinue RTSź˙°˙ą˙Ť˙ś˙ą˙Ş˙ş˙ LBLTOOLTIP:PlayerSetting RTS+ź˙—˙˙˙Œ˙š˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Î˙ß˙‰˙Œ˙Ń˙ß˙Î˙ß˙˙˙ß˙Ť˙š˙ž˙’˙ß˙¸˙ž˙’˙š˙ LBL TOOLTIP:Ping RTS:ź˙—˙˙˙Œ˙š˙ß˙†˙˙Š˙˙ß˙‹˙˙“˙š˙˙ž˙‘˙œ˙š˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙Œ˙˙š˙š˙›˙ LBLTOOLTIP:Disconnect RTS4ź˙—˙˙˙Œ˙š˙ß˙†˙˙Š˙˙ß˙‹˙˙“˙š˙˙ž˙‘˙œ˙š˙ß˙™˙˙˙ß˙‹˙˙‹˙ž˙“˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLTOOLTIP:Ladder RTS-ź˙—˙˙˙Œ˙š˙ß˙‹˙—˙š˙ß˙“˙ž˙›˙›˙š˙˙ß˙˙‘˙ß˙ˆ˙—˙–˙œ˙—˙ß˙†˙˙Š˙Ř˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙˙“˙ž˙†˙ LBLTOOLTIP:QuickMatchStatus RTSGŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙›˙ß˙˙‘˙ß˙Œ˙”˙–˙“˙“˙ß˙“˙š˙‰˙š˙“˙Ó˙ß˙Ż˙ź˙ß˙Œ˙˙š˙œ˙Ó˙ß˙š˙‹˙œ˙ LBLTOOLTIP:OnlineIP RTS;ś˙Ż˙ß˙ž˙›˙›˙˙š˙Œ˙Œ˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙‹˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBL TOOLTIP:LanIP RTS8ś˙Ż˙ß˙ž˙›˙›˙˙š˙Œ˙Œ˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙˜˙ž˙’˙š˙Œ˙ LBLTOOLTIP:GamesBeingformed RTS,Ś˙˙Š˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙Œ˙˙š˙š˙›˙ß˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙Ř˙Œ˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLTOOLTIP:EmoteText RTSł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙‹˙˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙š˙‡˙‹˙ LBL&CONTROLBAR:ToolTipChinaScienceCashHack RTS§Ź˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙˙š˙ß˙’˙˙‘˙š˙†˙ß˙‹˙—˙ž˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ű˙Î˙Ď˙Ď˙Ď˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Ű˙Í˙Ď˙Ď˙Ď˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ű˙Ë˙Ď˙Ď˙Ď˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL GUI:TRAINING RTSŤ˙­˙ž˙ś˙ą˙ś˙ą˙¸˙ LBLGUI:CHINA_Caps RTSź˙ˇ˙ś˙ą˙ž˙ LBLTOOLTIP:SupplyDock RTSŹ˙Š˙˙˙“˙–˙š˙Œ˙ LBLTOOLTIP:TechBuilding RTS Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLTOOLTIP:Mission1 RTSŃ˙ LBLTOOLTIP:Mission2_8 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙°˙‘˙š˙ LBLTOOLTIP:Mission9_16 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Ť˙ˆ˙˙ LBLTOOLTIP:Mission17_23 RTSź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Ť˙—˙˙š˙š˙ LBLTOOLTIP:ButtonClear RTS"ź˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙ß˙‘˙ž˙’˙š˙ß˙‹˙š˙‡˙‹˙ß˙˙˙‡˙ LBLGUI:Objectives: RTSŹ˙Š˙’˙’˙ž˙˙†˙Ĺ˙ LBL GUI:WinStreak RTS ¨˙–˙‘˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBLGUI:LossStreak RTS ł˙˙Œ˙Œ˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBLGUI:PlayerNoMapWillTransfer RTSCÚ˙“˙Œ˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙Ú˙“˙Œ˙Ń˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙ž˙‹˙ß˙˜˙ž˙’˙š˙ß˙Œ˙‹˙ž˙˙‹˙ LBL GUI:LocalPlayerNoMapWillTransfer RTSHŚ˙˙Š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙Ú˙“˙Œ˙Ń˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙‹˙˙ß˙†˙˙Š˙ß˙ž˙‹˙ß˙˜˙ž˙’˙š˙ß˙Œ˙‹˙ž˙˙‹˙ LBLGUI:CouldNotTransferMap RTS1Ş˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙ß˙‹˙—˙š˙ß˙’˙ž˙˙Ń˙ß˙Ť˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙ž˙˙‹˙ LBL GUI:Status RTSŹ˙‹˙ž˙‹˙Š˙Œ˙ LBLMapTransfer:CurrentFile RTSź˙Š˙˙˙š˙‘˙‹˙ß˙™˙–˙“˙š˙Ĺ˙ß˙Ú˙“˙Œ˙ LBLMapTransfer:Timeout RTSž˙˙˙˙‹˙ß˙–˙‘˙ß˙Ú˙›˙Ĺ˙Ú˙Í˙Ń˙Í˙›˙ LBLMapTransfer:Preparing RTS Ż˙˙š˙˙ž˙˙–˙‘˙˜˙Ń˙Ń˙Ń˙ LBLMapTransfer:Sending RTS Ź˙š˙‘˙›˙–˙‘˙˜˙Ń˙Ń˙Ń˙ LBLMapTransfer:Recieving RTS ­˙š˙œ˙š˙–˙‰˙–˙‘˙˜˙Ń˙Ń˙Ń˙ LBLMapTransfer:Done RTSť˙˙‘˙š˙ LBLThingTemplate:SalvageCrate RTS Ź˙ž˙“˙‰˙ž˙˜˙š˙ß˙ź˙˙ž˙‹˙š˙ LBL%ThingTemplate:IndustrialBridgeTower01 RTS˝˙˙–˙›˙˜˙š˙ LBLThingTemplate:Crypt01 RTSź˙˙†˙˙‹˙ LBL#ThingTemplate:AsianAartmentSingle01 RTS ž˙˙ž˙˙‹˙’˙š˙‘˙‹˙ LBLCONTROLBAR:RadioJam RTS ­˙ž˙›˙–˙˙ß˙ľ˙ž˙’˙ LBLMAP:USA01OBJOpen RTS,˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBLMAP:TrainingWarFactory RTS9˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙†˙˙Š˙˙ß˙ť˙°˙Ľ˙ş˙­˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙¨˙ž˙­˙ß˙š˙ž˙ź˙Ť˙°˙­˙Ś˙ LBLTOOLTIP:MapNoSuccess RTS'˝˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙‘˙ß˙ş˙ž˙Œ˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ţ˙ LBLTOOLTIP:MapEasySuccess RTS(˝˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙ß˙˛˙š˙›˙–˙Š˙’˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ţ˙ LBLTOOLTIP:MapMediumSuccess RTS&˝˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ţ˙ LBLTOOLTIP:MapHardSuccess RTS;˝˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙Ţ˙ LBLBuddy:CantTalkToIngameBuddy RTSEŚ˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙š˙‘˙›˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙Œ˙ß˙‹˙˙ß˙˙Š˙›˙›˙–˙š˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˙˙Œ˙š˙˙‰˙–˙‘˙˜˙ LBL MAP:Bavarian RTS š˙–˙‘˙ž˙“˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙ LBL MAP:CLake RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙”˙š˙ LBL MAP:SBlast RTS Ź˙ž˙‘˙›˙ß˙Ź˙š˙˙˙š˙‘˙‹˙ LBLMAP:SleepingGiant RTS ť˙ž˙˙”˙ß˙˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ LBL MAP:SwissMP RTS ł˙˙‘˙š˙ß˙ş˙ž˙˜˙“˙š˙ LBLMAP:KandaharHighlands RTSŤ˙ˆ˙–˙“˙–˙˜˙—˙‹˙ß˙š˙“˙ž˙’˙š˙ LBL MAP:BoraBora RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ś˙Œ˙“˙ž˙‘˙›˙ LBLMAP:PrecipicePass RTSš˙˙˙‹˙˙š˙Œ˙Œ˙ß˙ž˙‰˙ž˙“˙ž˙‘˙œ˙—˙š˙ LBL MAP:TTourney RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ť˙Š˙‘˙›˙˙ž˙ LBL MAP:Gwall RTS š˙ž˙“˙“˙š˙‘˙ß˙ş˙’˙˙–˙˙š˙ LBL GUI:HTTPProxy RTS ˇ˙Ť˙Ť˙Ż˙ß˙Ż˙˙˙‡˙†˙Ĺ˙ LBLGUI:WinPercent RTSÚ˙›˙Ú˙Ú˙ LBLTOOLTIP:PlayerCreatedName RTS(ą˙ž˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:HTTPProxy RTS:Ź˙š˙‹˙ß˙ž˙‘˙ß˙ˇ˙Ť˙Ť˙Ż˙ß˙Ż˙˙˙‡˙†˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙™˙˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLCONTROLBAR:BriefingHistory RTS˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙˝˙˙–˙š˙™˙–˙‘˙˜˙Œ˙ LBL%CONTROLBAR:BriefingHistoryDescription RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙˙˙–˙š˙™˙–˙‘˙˜˙Œ˙ LBLMAP:CHI04Objective1Text RTS3˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ LBLMAP:CHI04Objective2Text RTSF˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLMAP:CHI04Objective3Text RTSE˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLMAP:CHI04Hint1Text RTS/ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙Ş˙Œ˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:CHI04Hint2Text RTS/ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙Ş˙Œ˙š˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙–˙‘˙œ˙˙’˙š˙ LBLMAP:CHI04Hint3Text RTS_ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙Ş˙Œ˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙—˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙Œ˙–˙˙—˙˙‘˙ß˙˙™˙™˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ LBLGUI:GotoMainMenu RTS ˛˙ž˙ś˙ą˙ß˙˛˙ş˙ą˙Ş˙ LBLTOOLTIP:BattleHonorFairPlay RTS{š˙ž˙–˙˙ß˙Ż˙“˙ž˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙™˙˙˙’˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙Î˙Ď˙Ú˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙×˙ˆ˙–˙‹˙—˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙Î˙Ď˙ß˙˜˙ž˙’˙š˙Œ˙ß˙˙“˙ž˙†˙š˙›˙Ö˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLTOOLTIP:BattleHonorApocalypse RTS}ž˙˙˙œ˙ž˙“˙†˙˙Œ˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Ó˙ß˙ž˙‘˙›˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙˙“˙˙ß˙˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ LBL#TOOLTIP:BattleHonorFairPlayDisabled RTS{š˙ž˙–˙˙ß˙Ż˙“˙ž˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙™˙˙˙’˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙Î˙Ď˙Ú˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙×˙ˆ˙–˙‹˙—˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙Î˙Ď˙ß˙˜˙ž˙’˙š˙Œ˙ß˙˙“˙ž˙†˙š˙›˙Ö˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorApocalypseDisabled RTS`ž˙˙˙œ˙ž˙“˙†˙˙Œ˙š˙ß˙˛˙š˙›˙ž˙“˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Ó˙ß˙ž˙‘˙›˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLTOOLTIP:BattleHonorPreorder RTSK°˙™˙™˙–˙œ˙š˙˙Œ˙ß˙ź˙“˙Š˙˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙’˙š˙’˙˙š˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙œ˙˙’˙’˙Š˙‘˙–˙‹˙†˙ LBL#TOOLTIP:BattleHonorPreorderDisabled RTS6°˙™˙™˙–˙œ˙š˙˙Œ˙ß˙ź˙“˙Š˙˙ß˙˛˙š˙›˙ž˙“˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙˙˙š˙˙˙›˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ LBL GUI:Credits RTSź˙­˙ş˙ť˙ś˙Ť˙Ź˙ LBLERROR:D3DFailurePrompt RTS ť˙–˙˙š˙œ˙‹˙§˙ß˙ş˙˙˙˙˙ LBLERROR:D3DFailureMessage RTSzŻ˙“˙š˙ž˙Œ˙š˙ß˙’˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ť˙–˙˙š˙œ˙‹˙§˙ß˙Ç˙Ń˙Î˙ß˙˙˙ß˙—˙–˙˜˙—˙š˙˙ß˙–˙‘˙Œ˙‹˙ž˙“˙“˙š˙›˙Ń˙ß˙ž˙“˙Œ˙˙ß˙‰˙š˙˙–˙™˙†˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙‰˙–˙›˙š˙˙ß˙œ˙ž˙˙›˙ß˙’˙š˙š˙‹˙Œ˙ß˙‹˙—˙š˙ß˙’˙–˙‘˙–˙’˙Š˙’˙ß˙˙š˙Ž˙Š˙–˙˙š˙’˙š˙‘˙‹˙Œ˙ LBLGUI:AudioHardware RTSˇ˙ž˙˙›˙ˆ˙ž˙˙š˙ß˙ž˙œ˙œ˙š˙“˙š˙˙ž˙‹˙š˙›˙ß˙ž˙Š˙›˙–˙˙ LBLGUI:AudioSurround RTSŹ˙Š˙˙˙˙Š˙‘˙›˙ß˙Ź˙˙Š˙‘˙›˙ LBLTOOLTIP:CheckAudioHardware RTS8ź˙—˙š˙œ˙”˙ß˙‹˙—˙–˙Œ˙ß˙˙˙‡˙ß˙‹˙˙ß˙š˙‘˙ž˙˙“˙š˙ß˙—˙ž˙˙›˙ˆ˙ž˙˙š˙ß˙ž˙œ˙œ˙š˙“˙š˙˙ž˙‹˙–˙˙‘˙ß˙™˙˙˙ß˙ž˙Š˙›˙–˙˙ LBLTOOLTIP:AudioSurround RTS2ź˙—˙š˙œ˙”˙ß˙‹˙—˙–˙Œ˙ß˙˙˙‡˙ß˙–˙™˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙ß˙Œ˙˙Š˙‘˙›˙ß˙Œ˙˙š˙ž˙”˙š˙˙Œ˙ LBLCAMPAIGN:TRAINING RTSŤ˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLGUI:WinPercentLabel RTS ¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ LBLGUI:BestWinStreak RTS˝˙š˙Œ˙‹˙ß˙¨˙–˙‘˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBLBuddy:MatchingNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ LBLBuddy:StagingNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙Œ˙š˙‹˙‹˙–˙‘˙˜˙ß˙Š˙˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLBuddy:LoadingNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLBuddy:PlayingNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLCONTROLBAR:GeneralsPromotion RTS¸˙š˙‘˙š˙˙ž˙“˙Ř˙Œ˙ß˙Ż˙˙˙’˙˙‹˙–˙˙‘˙ LBLCONTROLBAR:GeneralsExp RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ LBL!CONTROLBAR:GeneralsExpDescription RTSFŤ˙—˙–˙Œ˙ß˙’˙š˙‹˙š˙˙ß˙Œ˙—˙˙ˆ˙Œ˙ß˙—˙˙ˆ˙ß˙œ˙“˙˙Œ˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙“˙š˙‰˙š˙“˙ LBL(TOOLTIP:TooltipNukeReactorOverChargeIsOn RTS°˙‰˙š˙˙œ˙—˙ž˙˙˜˙š˙ß˙–˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙°˙ą˙ LBL)TOOLTIP:TooltipNukeReactorOverChargeIsOff RTS°˙‰˙š˙˙œ˙—˙ž˙˙˜˙š˙ß˙–˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙°˙š˙š˙ LBL GUI:ESRB_Top RTS ş˙Ź˙­˙˝˙ß˙ą˙˙‹˙–˙œ˙š˙Ĺ˙ LBLGUI:ESRB_Bottom RTS/¸˙ž˙’˙š˙ß˙ş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙˛˙ž˙†˙ß˙ő˙ß˙ź˙—˙ž˙‘˙˜˙š˙ß˙ť˙Š˙˙–˙‘˙˜˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙Ż˙“˙ž˙†˙ LBLGUI:ReplaySaved RTS ­˙š˙˙“˙ž˙†˙ß˙Ź˙ž˙‰˙š˙›˙ LBLOBJECT:Monument RTS˛˙˙‘˙Š˙’˙š˙‘˙‹˙ LBL$TOOLTIP:TooltipNotEnoughMoneyToBuild RTSś˙‘˙Œ˙Š˙™˙™˙–˙œ˙–˙š˙‘˙‹˙ß˙™˙Š˙‘˙›˙Œ˙ LBL-TOOLTIP:TooltipCannotPurchaseBecauseQueueFull RTS˝˙Š˙–˙“˙›˙ß˙Ž˙Š˙š˙Š˙š˙ß˙™˙Š˙“˙“˙ LBL0TOOLTIP:TooltipCannotBuildUnitBecauseParkingFull RTS ž˙–˙˙™˙–˙š˙“˙›˙ß˙™˙Š˙“˙“˙ LBL2TOOLTIP:TooltipCannotBuildUnitBecauseMaximumNumber RTSŞ˙‘˙–˙‹˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBLGUI:SocketError RTSDš˙ž˙–˙“˙š˙›˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙Ó˙ß˙œ˙—˙š˙œ˙”˙ß˙†˙˙Š˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLGUI:NetworkError RTS ą˙ş˙Ť˙¨˙°˙­˙´˙ß˙ş˙­˙­˙°˙­˙ LBLGUI:BuddiesTab RTS˝˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:BattleHonorOfficersClub RTS?°˙™˙™˙–˙œ˙š˙˙Œ˙ß˙ź˙“˙Š˙˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙š˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙’˙š˙’˙˙š˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙˙’˙’˙Š˙‘˙–˙‹˙†˙ LBLGUI:CreateFormationDescription RTSMź˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙‹˙ž˙–˙‘˙ß˙–˙‹˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙’˙˙‰˙š˙ LBLGUI:ScatterDescription RTSŹ˙œ˙ž˙‹˙‹˙š˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ LBLOBJECT:TrainWreckBridge RTSŤ˙˙ž˙–˙‘˙ß˙¨˙˙š˙œ˙”˙ß˙˝˙˙–˙›˙˜˙š˙ LBLMAP:BarrenBadlands RTS˝˙ž˙˙˙š˙‘˙ß˙˝˙ž˙›˙“˙ž˙‘˙›˙Œ˙ LBLMAP:CraterCanyon RTS ź˙˙ž˙‹˙š˙˙ß˙ź˙ž˙‘˙†˙˙‘˙ LBL MAP:DustDevil RTS ť˙Š˙Œ˙‹˙ß˙ť˙š˙‰˙–˙“˙ LBLMAP:EasternEverglades RTSş˙ž˙Œ˙‹˙š˙˙‘˙ß˙ş˙‰˙š˙˙˜˙“˙ž˙›˙š˙Œ˙ LBLMAP:ForgottenForest RTSš˙˙˙˜˙˙‹˙‹˙š˙‘˙ß˙š˙˙˙š˙Œ˙‹˙ LBLMAP:InterstateInferno RTSś˙‘˙‹˙š˙˙Œ˙‹˙ž˙‹˙š˙ß˙ś˙‘˙™˙š˙˙‘˙˙ LBLMAP:MountainMayhem RTS˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ß˙˛˙ž˙†˙—˙š˙’˙ LBLMAP:NoMansLand RTS ą˙˙ß˙˛˙ž˙‘˙Ř˙Œ˙ß˙ł˙ž˙‘˙›˙ LBLMAP:OverlandOffensive RTS°˙‰˙š˙˙“˙ž˙‘˙›˙ß˙°˙™˙™˙š˙‘˙Œ˙–˙‰˙š˙ LBLMAP:RockyRampage RTS ­˙˙œ˙”˙†˙ß˙­˙ž˙’˙˙ž˙˜˙š˙ LBLMAP:SnowblindStrike RTSŹ˙‘˙˙ˆ˙˙“˙–˙‘˙›˙ß˙Ź˙‹˙˙–˙”˙š˙ LBLMAP:UrbanUnderground RTSŞ˙˙˙ž˙‘˙ß˙Ş˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ LBLMAP:VictoryValley RTSŠ˙–˙œ˙‹˙˙˙†˙ß˙Š˙ž˙“˙“˙š˙†˙ LBLMAP:WastelandWarfare RTS¨˙ž˙Œ˙‹˙š˙“˙ž˙‘˙›˙ß˙¨˙ž˙˙™˙ž˙˙š˙ LBLMAP:RogueAgent RTS ­˙˙˜˙Š˙š˙ß˙ž˙˜˙š˙‘˙‹˙ LBLMAP:DesertEagle RTS ť˙š˙Œ˙š˙˙‹˙ß˙ş˙ž˙˜˙“˙š˙ LBL MAP:FlashFire RTS š˙“˙ž˙Œ˙—˙ß˙š˙–˙˙š˙ LBLMAP:MountainGuns RTS ˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ß˙¸˙Š˙‘˙Œ˙ LBLMAP:FlashEffect RTS š˙“˙ž˙Œ˙—˙ß˙ş˙™˙™˙š˙œ˙‹˙ LBL MAP:LightsOut RTS ł˙–˙˜˙—˙‹˙Œ˙ß˙°˙Š˙‹˙ LBL MAP:SteelTrap RTS Ź˙‹˙š˙š˙“˙ß˙Ť˙˙ž˙˙ LBLMAP:ArmoredFury RTS ž˙˙’˙˙˙š˙›˙ß˙š˙Š˙˙†˙ LBLMAP:InfiniteJustice RTSź˙ž˙–˙˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙˙Œ˙ LBL MAP:Whiteout RTS¨˙—˙–˙‹˙š˙˙Š˙‹˙ LBLMAP:FalloutEffect RTSš˙ž˙“˙“˙˙Š˙‹˙ß˙ş˙™˙™˙š˙œ˙‹˙ LBLMAP:FloodedPlains RTSš˙“˙˙˙›˙š˙›˙ß˙Ż˙“˙ž˙–˙‘˙Œ˙ LBLMAP:TournamentContinent RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ź˙˙‘˙‹˙–˙‘˙š˙‘˙‹˙ LBLMAP:TournamentCity RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ź˙–˙‹˙†˙ LBLMAP:TournamentLadder01 RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ß˙Ď˙Î˙ LBLMAP:TournamentLadder02 RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ß˙Ď˙Í˙ LBLMAP:TournamentLadder03 RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ß˙Ď˙Ě˙ LBLMAP:TournamentLadder04 RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ß˙Ď˙Ë˙ LBLMAP:TrainingGLAHole RTS˙¸˙ł˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙š˙˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ß˙ž˙˙š˙ž˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙˙ˆ˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙’˙ž˙–˙‘˙ß˙˙˙˙‹˙š˙œ˙‹˙š˙›˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙ß˙—˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙“˙š˙™˙‹˙ß˙˙š˙—˙–˙‘˙›˙Ń˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙š˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ń˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙—˙˙“˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙ LBLTOOLTIP:BattleHonorStreak25 RTS{Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Í˙Ę˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLGUI:InsertCDPrompt RTS ˛˙–˙Œ˙Œ˙–˙‘˙˜˙ß˙ź˙ť˙ LBLGUI:InsertCDMessage RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙–˙‘˙Œ˙š˙˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙˜˙ž˙’˙š˙ß˙ź˙ť˙ LBLCONTROLBAR:OrRequirement RTS˙˙ LBLSCRIPT:USA02RescueCounter RTSŻ˙–˙“˙˙‹˙Œ˙ß˙­˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙Ĺ˙ LBL GUI:AddCash RTSŰ˙Ú˙›˙ LBL GUI:LoseCash RTSŇ˙Ű˙Ú˙›˙ LBLRADAR:HarvesterUnderAttack RTS­˙š˙Œ˙˙Š˙˙œ˙š˙ß˙˜˙ž˙‹˙—˙š˙˙š˙˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLOBJECT:PharmaceuticalFactory RTSŻ˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLGUI:CareerWins RTS ź˙ž˙˙š˙š˙˙ß˙¨˙–˙‘˙Œ˙ LBLGUI:CareerLosses RTS ź˙ž˙˙š˙š˙˙ß˙ł˙˙Œ˙Œ˙š˙Œ˙ LBLGUI:CurrentWinStreak RTSź˙Š˙˙˙š˙‘˙‹˙ß˙¨˙–˙‘˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBLGUI:CarrerWinPercent RTSź˙ž˙˙š˙š˙˙ß˙¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ž˙˜˙š˙ LBLTOOLTIP:NumberOfPlayers RTS(ą˙Š˙’˙˙š˙˙ß˙˙™˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ LBLTOOTIP:Password RTSŻ˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙˙š˙Ž˙Š˙–˙˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:PingInfo RTS ź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙Œ˙˙š˙š˙›˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙‹˙˙ß˙—˙˙Œ˙‹˙ LBLTOOLTIP:LobbyOfficersClub RTS8°˙™˙™˙–˙œ˙š˙˙Œ˙ß˙ź˙“˙Š˙˙Ĺ˙ß˙š˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙’˙š˙’˙˙š˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙˙’˙’˙Š˙‘˙–˙‹˙†˙ LBL GUI:Display RTS°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBL GUI:Audio RTSž˙Ş˙ť˙ś˙°˙ LBL GUI:LANLobby RTS ł˙ž˙ą˙ß˙ł˙°˙˝˙˝˙Ś˙ LBLGUI:Mute RTS˛˙Š˙‹˙š˙ LBLGUI:NeedHumanPlayers RTS6Ś˙˙Š˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙‘˙˙‘˙Ň˙˙˙Œ˙š˙˙‰˙š˙˙ß˙—˙Š˙’˙ž˙‘˙ß˙˙“˙ž˙†˙š˙˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLGUI:MediumDifficulty RTS˛˙š˙›˙–˙Š˙’˙ LBLCONTROLBAR:ObsPlayerLabel RTSÚ˙“˙Œ˙ß˙×˙Ť˙š˙ž˙’˙ß˙Ú˙“˙Œ˙Ö˙ LBLGUI:LowTextureDetail RTSł˙˙ˆ˙ß˙Ť˙š˙‡˙‹˙Š˙˙š˙ß˙ť˙š˙‹˙ž˙–˙“˙ LBLTOOLTIP:LowTextureDetail RTSŞ˙Œ˙š˙ß˙ł˙˙ˆ˙ß˙­˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙Ť˙š˙‡˙‹˙Š˙˙š˙Œ˙ LBLGUI:QuickMatch800x600 RTSCŻ˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙†˙˙Š˙˙ß˙‰˙–˙›˙š˙˙ß˙˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙‹˙˙ß˙Ç˙Ď˙Ď˙ß˙‡˙ß˙É˙Ď˙Ď˙ß˙‹˙˙ß˙˙“˙ž˙†˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ LBLOBJECT:CargoPlane RTS ź˙ž˙˙˜˙˙ß˙Ż˙“˙ž˙‘˙š˙ LBLOBJECT:HuNanProvince RTS˝˙š˙–˙•˙–˙‘˙˜˙ LBLOBJECT:HongKong RTS ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙ LBLOBJECT:HubeiProvince RTSŤ˙—˙˙š˙š˙ß˙¸˙˙˙˜˙š˙Œ˙ß˙ť˙ž˙’˙ LBLOBJECT:Tangula RTSŤ˙ž˙‘˙˜˙˜˙Š˙“˙ž˙ß˙˛˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙ LBLOBJECT:Balykchy RTS˝˙ž˙“˙†˙”˙œ˙—˙†˙ LBLOBJECT:Bishkek RTS˝˙–˙Œ˙—˙”˙š˙”˙ LBLOBJECT:Dushanbe RTSť˙Š˙Œ˙—˙ž˙‘˙˙š˙ LBLOBJECT:Shymkent RTSŹ˙—˙†˙’˙”˙š˙‘˙‹˙ LBL OBJECT:Almaty RTSž˙“˙’˙ž˙‹˙†˙ LBL OBJECT:Zambul RTSĽ˙—˙ž˙’˙˙Š˙“˙ LBL OBJECT:Astana RTSž˙Œ˙‹˙ž˙‘˙ž˙ LBLOBJECT:Incirlik RTSś˙‘˙œ˙–˙˙“˙–˙”˙ LBLOBJECT:AralSea RTSž˙˙ž˙“˙ß˙Ź˙š˙ž˙ LBL OBJECT:Lenger RTSł˙š˙‘˙˜˙š˙˙ LBLOBJECT:Baikonur RTS˝˙ž˙–˙”˙˙‘˙Š˙˙ LBL OBJECT:Mazar RTS˛˙ž˙…˙ž˙˙ LBLOBJECT:Baghdad RTS˝˙ž˙˜˙—˙›˙ž˙›˙ LBLOBJECT:AlHanad RTSž˙“˙ß˙ˇ˙ž˙‘˙ž˙›˙ LBLOBJECT:NorthKazakhstan RTSą˙˙˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ LBLOBJECT:KazakhstanCoast RTS´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ź˙˙ž˙Œ˙‹˙ LBLOBJECT:KazakhstanDMZ RTS´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ť˙˛˙Ľ˙ LBLOBJECT:SouthKazkahstan RTSŹ˙˙Š˙‹˙—˙š˙ž˙Œ˙‹˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ LBL OBJECT:Akmola RTSž˙”˙’˙˙“˙ž˙ LBLSCRIPT:GLA03Objective01a RTSb˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ź˙Ĺ˙ß˙ő˙ß˙ź˙“˙ž˙–˙’˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙ő˙ß˙´˙–˙“˙“˙ß˙Í˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLSCRIPT:GLA03Objective02a RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙Í˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLTOOLTIP:Campaign1 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Ě˙ LBLTOOLTIP:Campaign2 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Í˙ LBLTOOLTIP:Campaign3 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Î˙ LBL GUI:Setup RTSŹ˙ş˙Ť˙Ş˙Ż˙ LBLGUI:PlayerInfo RTS Ż˙ł˙ž˙Ś˙ş˙­˙ß˙ś˙ą˙š˙°˙ LBL GUI:Persona RTSŻ˙ş˙­˙Ź˙°˙ą˙ž˙ LBLGUI:TextureHigh RTSˇ˙–˙˜˙—˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙×˙Œ˙“˙˙ˆ˙š˙˙Ö˙ LBLGUI:TextureMedium RTS˛˙š˙›˙–˙Š˙’˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ LBLGUI:TextureLow RTSł˙˙ˆ˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙×˙™˙ž˙Œ˙‹˙š˙˙Ö˙ LBL GUI:GameSpeed RTS ¸˙ž˙’˙š˙ß˙Ź˙˙š˙š˙›˙ LBLGUI:SlowGameSpeed RTSŹ˙“˙˙ˆ˙ LBLGUI:MediumGameSpeed RTS˛˙š˙›˙–˙Š˙’˙ LBLGUI:FastGameSpeed RTSš˙ž˙Œ˙‹˙ LBLGUI:RestartConfirmationTitle RTS­˙ş˙Ź˙Ť˙ž˙­˙Ť˙Ŕ˙ LBLGUI:SurrenderConfirmationTitle RTS Ź˙Ş˙­˙­˙ş˙ą˙ť˙ş˙­˙Ŕ˙ LBLTOOLTIP:StartPositionN RTSŹ˙‹˙ž˙˙‹˙ß˙Ż˙˙Œ˙–˙‹˙–˙˙‘˙ß˙™˙˙˙ß˙˙“˙ž˙†˙š˙˙ß˙Ú˙›˙ LBLLABEL:FORMATION RTSš˙ LBL GUI:IgnoreSm RTSś˙˜˙‘˙˙˙š˙ LBL GUI:AcceptSm RTSž˙ź˙ź˙ş˙Ż˙Ť˙ LBL GUI:EasyCaps RTSş˙ž˙Ź˙Ś˙ LBLGUI:MediumDifficultyCaps RTS˛˙ş˙ť˙ś˙Ş˙˛˙ LBL GUI:HardCaps RTSˇ˙ž˙­˙ť˙ LBLTOOLTIP:AdvanceOptionsAccept RTS6ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‘˙˜˙š˙Œ˙ß˙’˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙ß˙ť˙–˙Œ˙˙“˙ž˙†˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ LBLTOOLTIP:AdvanceOptionsCancel RTSAş˙‡˙–˙‹˙ß˙‹˙—˙š˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙ß˙ť˙–˙Œ˙˙“˙ž˙†˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙˛˙š˙‘˙Š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙œ˙—˙ž˙‘˙˜˙š˙Œ˙ LBLGUI:AdvanceDisplayOptions RTSž˙ť˙Š˙ž˙ą˙ź˙ş˙ť˙ß˙ť˙ś˙Ź˙Ż˙ł˙ž˙Ś˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBL GUI:Shadows RTSŹ˙—˙ž˙›˙˙ˆ˙Œ˙ LBLTOOLTIP:Shadows RTSAŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙Œ˙—˙ž˙›˙˙ˆ˙Œ˙ß˙–˙‘˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:BehindBuilding RTS˝˙š˙—˙–˙‘˙›˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLTOOLTIP:BehindBuilding RTSHŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBL GUI:ShowProps RTS Ź˙—˙˙ˆ˙ß˙Ż˙˙˙˙Œ˙ LBLTOOLTIP:ShowProps RTS?Ť˙˙˜˙˜˙“˙š˙ß˙›˙–˙Œ˙˙“˙ž˙†˙–˙‘˙˜˙ß˙˜˙ž˙’˙š˙ß˙˙˙˙˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:LowResSlider RTSŤ˙ş˙§˙Ť˙Ş˙­˙ş˙ß˙­˙ş˙Ź˙°˙ł˙Ş˙Ť˙ś˙°˙ą˙ LBLGUI:HighResSlower RTSˇ˙–˙˜˙—˙ß˙­˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙×˙Ź˙“˙˙ˆ˙š˙˙Ö˙ LBLGUI:LowResFaster RTSł˙˙ˆ˙ß˙­˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙×˙š˙ž˙Œ˙‹˙š˙˙Ö˙ LBLTOOLTIP:LowResSlider RTS1ˇ˙–˙˜˙—˙š˙˙ß˙˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙‹˙š˙‡˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙“˙˙ˆ˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙›˙˙ˆ˙‘˙ LBLGUI:ParticleCap RTS Ż˙ž˙­˙Ť˙ś˙ź˙ł˙ş˙ß˙ź˙ž˙Ż˙ LBLGUI:MoreParticlesSlower RTS˛˙ž˙‡˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙Œ˙ß˙×˙Ź˙“˙˙ˆ˙š˙˙Ö˙ LBLGUI:LessParticlesFaster RTS˛˙–˙‘˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙Œ˙ß˙×˙š˙ž˙Œ˙‹˙š˙˙Ö˙ LBLTOOLTIP:ParticleCapSlider RTS%˛˙˙˙š˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙“˙˙ˆ˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙›˙˙ˆ˙‘˙ LBLGUI:CurrentLossStreak RTSź˙Š˙˙˙š˙‘˙‹˙ß˙ł˙˙Œ˙Œ˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBL GUI:Custom RTSź˙Š˙Œ˙‹˙˙’˙ LBLGUI:ToggleOnOff RTSŠ˙–˙Œ˙Š˙ž˙“˙ß˙ş˙™˙™˙š˙œ˙‹˙Œ˙ LBLGUI:RestartMission RTS­˙ş˙Ź˙Ť˙ž˙­˙Ť˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ LBLGUI:ExitMission RTS ş˙§˙ś˙Ť˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ LBLGUI:OlderReplayVersionTitle RTS°˙ł˙ť˙ş˙­˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ß˙Š˙ş˙­˙Ź˙ś˙°˙ą˙ LBLGUI:OlderReplayVersion RTS>ł˙˙ž˙›˙–˙‘˙˜˙ß˙’˙ž˙†˙ß˙‘˙˙‹˙ß˙›˙–˙Œ˙˙“˙ž˙†˙ß˙‹˙—˙š˙ß˙˙š˙˙“˙ž˙†˙ß˙˙˙˙˙š˙˙“˙†˙Ó˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙‹˙˙ß˙“˙˙ž˙›˙Ŕ˙ LBL GUI:Shadows2D RTS Í˙ť˙ß˙Ź˙—˙ž˙›˙˙ˆ˙Œ˙ LBLTOOLTIP:Shadows2D RTSDŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙Í˙ť˙ß˙Œ˙—˙ž˙›˙˙ˆ˙Œ˙ß˙–˙‘˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBL GUI:Shadows3D RTS Ě˙ť˙ß˙Ź˙—˙ž˙›˙˙ˆ˙Œ˙ LBLTOOLTIP:Shadows3D RTSDŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙Ě˙ť˙ß˙Œ˙—˙ž˙›˙˙ˆ˙Œ˙ß˙–˙‘˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:CloudShadows RTS ź˙“˙˙Š˙›˙ß˙Ź˙—˙ž˙›˙˙ˆ˙Œ˙ LBLTOOLTIP:CloudShadows RTSJŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙œ˙“˙˙Š˙›˙ß˙Œ˙—˙ž˙›˙˙ˆ˙Œ˙ß˙˙‘˙ß˙‹˙š˙˙˙ž˙–˙‘˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:GroundLighting RTSş˙‡˙‹˙˙ž˙ß˙¸˙˙˙Š˙‘˙›˙ß˙ł˙–˙˜˙—˙‹˙–˙‘˙˜˙ LBLTOOLTIP:GroundLighting RTSNŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙›˙š˙‹˙ž˙–˙“˙š˙›˙ß˙“˙–˙˜˙—˙‹˙–˙‘˙˜˙ß˙˙‘˙ß˙‹˙š˙˙˙ž˙–˙‘˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:SmoothWater RTSŹ˙’˙˙˙‹˙—˙ß˙¨˙ž˙‹˙š˙˙ß˙˝˙˙˙›˙š˙˙Œ˙ LBLTOOLTIP:SmoothWater RTSDŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙’˙˙˙‹˙—˙–˙‘˙˜˙ß˙˙™˙ß˙ˆ˙ž˙‹˙š˙˙ß˙˙˙˙›˙š˙˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:ExtraAnimations RTSş˙‡˙‹˙˙ž˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ LBLTOOLTIP:ExtraAnimations RTSTŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙˙˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙˙š˙š˙ß˙Œ˙ˆ˙ž˙†˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:NoDynamicLOD RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙ť˙†˙‘˙ž˙’˙–˙œ˙ß˙ł˙š˙‰˙š˙“˙ß˙˙™˙ß˙ť˙š˙‹˙ž˙–˙“˙ LBLTOOLTIP:NoDynamicLOD RTSFť˙–˙Œ˙ž˙˙“˙š˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ß˙›˙š˙‹˙ž˙–˙“˙ß˙ž˙›˙•˙Š˙Œ˙‹˙’˙š˙‘˙‹˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:UnlockMaxFPS RTS Ş˙‘˙œ˙ž˙˙˙š˙›˙ß˙š˙Ż˙Ź˙ LBLTOOLTIP:UnlockMaxFPS RTSRž˙“˙“˙˙ˆ˙Œ˙ß˙™˙˙ž˙’˙š˙ß˙˙ž˙‹˙š˙Œ˙ß˙ž˙˙˙‰˙š˙ß˙Ě˙Ď˙Ń˙ß˙ž˙™˙™˙š˙œ˙‹˙Œ˙ß˙˜˙ž˙’˙š˙ß˙Œ˙˙š˙š˙›˙ß˙Œ˙˙ß˙˙‘˙“˙†˙ß˙˙š˙œ˙˙’˙’˙š˙‘˙›˙š˙›˙ß˙™˙˙˙ß˙˙š˙‘˙œ˙—˙’˙ž˙˙”˙Œ˙ LBL GUI:TreeSway RTSŤ˙˙š˙š˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙ LBLTOOLTIP:TreeSway RTS9Ť˙˙˜˙˜˙“˙š˙ß˙‹˙˙š˙š˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:TankTreads RTSŠ˙š˙—˙–˙œ˙“˙š˙ß˙Ť˙˙ž˙œ˙”˙Œ˙ LBLTOOLTIP:TankTreads RTS@Ť˙˙˜˙˜˙“˙š˙ß˙’˙ž˙˙”˙Œ˙ß˙“˙š˙™˙‹˙ß˙˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:WaterWaves RTS ¨˙ž˙‹˙š˙˙ß˙¨˙ž˙‰˙š˙Œ˙ LBLTOOLTIP:WaterWaves RTSGŤ˙˙˜˙˜˙“˙š˙ß˙ˆ˙ž˙‰˙š˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙‘˙ß˙Œ˙—˙˙˙š˙“˙–˙‘˙š˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:BuildupAnimations RTS˝˙Š˙–˙“˙›˙Š˙˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ LBLTOOLTIP:BuildupAnimations RTS[Ź˙—˙˙ˆ˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ß˙›˙Š˙˙–˙‘˙˜˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:AdvancedOptionsToggleOnOff RTS*Ť˙˙˜˙˜˙“˙š˙ß˙°˙‘˙Đ˙°˙™˙™˙ß˙Ň˙ß˙°˙™˙™˙ß˙‹˙˙ß˙–˙’˙˙˙˙‰˙š˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:PerformanceTestingMessage RTSOŻ˙“˙š˙ž˙Œ˙š˙ß˙ˆ˙ž˙–˙‹˙ß˙ˆ˙—˙–˙“˙š˙ß˙ˆ˙š˙ß˙‹˙š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙˙˙‹˙–˙’˙ž˙“˙ß˙Œ˙š˙‹˙‹˙–˙‘˙˜˙Œ˙ LBLGUI:PerformanceTestingTitle RTSŤ˙š˙Œ˙‹˙–˙‘˙˜˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ß˙Ż˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:ReducedColor RTS Î˙É˙Ň˙˝˙–˙‹˙ß˙ź˙˙“˙˙˙ LBLTOOLTIP:ReducedColor RTS/ś˙’˙˙˙˙‰˙š˙Œ˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ß˙˙Š˙‹˙ß˙˙š˙›˙Š˙œ˙š˙Œ˙ß˙‰˙–˙Œ˙Š˙ž˙“˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ LBLGUI:SelectAMapLowerCase RTS Ź˙š˙“˙š˙œ˙‹˙ß˙˛˙ž˙˙ LBLGUI:SaveAndExit RTS Ź˙ž˙Š˙ş˙ß˙ž˙ą˙ť˙ß˙ş˙§˙ś˙Ť˙ LBLGUI:PerSideWinPercentage RTSÚ˙›˙Ú˙Ú˙ß˙Ú˙“˙Œ˙ LBLGUI:WinnersToday RTSŤ˙°˙ť˙ž˙Ś˙Ř˙Ź˙ß˙¨˙ś˙ą˙ą˙ş˙­˙Ź˙ LBLGUI:WinnersLastWeek RTSł˙ž˙Ź˙Ť˙ß˙¨˙ş˙ş˙´˙Ř˙Ź˙ß˙¨˙ś˙ą˙ą˙ş˙­˙Ź˙ LBLMOTD:NumPlayersHeading RTS%¨˙š˙“˙œ˙˙’˙š˙ß˙‹˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ LBLTOOLTIP:GameAcceptance RTS¸˙ž˙’˙š˙ß˙ž˙œ˙œ˙š˙˙‹˙ž˙‘˙œ˙š˙ LBLTOOLTIP:ConnectionSpeed RTSź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙Ź˙˙š˙š˙›˙ LBL#CONTROLBAR:NoHotKeyArtilleryBarrage RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˝˙ž˙˙˙ž˙˜˙š˙ LBLCONTROLBAR:NoHotKeySpySatellite RTS Ź˙˙†˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ LBLGUI:FetchingPlayerInfo RTS Ş˙˙›˙ž˙‹˙–˙‘˙˜˙Ń˙Ń˙Ń˙ LBL'CREDITS:EALosAngelesFieldRecordingsTeam RTS$ş˙ž˙ß˙ł˙˙Œ˙ß˙ž˙‘˙˜˙š˙“˙š˙Œ˙ß˙š˙–˙š˙“˙›˙ß˙­˙š˙œ˙˙˙›˙–˙‘˙˜˙Œ˙ß˙Ť˙š˙ž˙’˙ LBL)CREDITS:TiburonQualityAssuranceSeniorLead RTS(ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙Ź˙š˙‘˙–˙˙˙ß˙ł˙š˙ž˙›˙ LBL*CREDITS:TiburonQualityAssuranceProjectLead RTS)ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙Ż˙˙˙•˙š˙œ˙‹˙ß˙ł˙š˙ž˙›˙ LBL-CREDITS:TiburonAssociateQualityAssuranceLeads RTS,ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙ž˙Œ˙Œ˙˙œ˙–˙ž˙‹˙š˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙ł˙š˙ž˙›˙Œ˙ LBL,CREDITS:TiburonQualityAssuranceSeniorTesters RTS+ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙Ź˙š˙‘˙–˙˙˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBL&CREDITS:TiburonQualityAssuranceTesters RTS$ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBL&CREDITS:EAUKAdditionalQualityAssurance RTS!ş˙ž˙Ş˙´˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ LBL#CREDITS:MultiplayerTestParticipants RTS˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ť˙š˙Œ˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙–˙˙ž˙‘˙‹˙Œ˙ LBLCREDITS:FocusTesters RTS š˙˙œ˙Š˙Œ˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBL%CREDITS:NorthAmericaMarketingPartners RTS ą˙˙˙‹˙—˙ß˙ž˙’˙š˙˙–˙œ˙ž˙ß˙˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Œ˙ LBLCREDITS:ManagingDirectorEurope RTS˛˙ž˙‘˙ž˙˜˙–˙‘˙˜˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙Ó˙ß˙ş˙Š˙˙˙˙š˙ LBL!CREDITS:EuropeanMarketingPartners RTSş˙Š˙˙˙˙š˙ž˙‘˙ß˙˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Œ˙ LBL$CREDITS:AsiaPacificPresidentandCoach RTS$ş˙ž˙ß˙ž˙Œ˙–˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙Ó˙ß˙Ż˙˙š˙Œ˙–˙›˙š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ź˙˙ž˙œ˙—˙ LBL$CREDITS:AsiaPacificMarketingPartners RTS"ş˙ž˙ß˙ž˙Œ˙–˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ß˙˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Œ˙ LBLCREDITS:GamingCommunityPartners RTS¸˙ž˙’˙–˙‘˙˜˙ß˙ź˙˙’˙’˙Š˙‘˙–˙‹˙†˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Œ˙ LBLCREDITS:EADevelopmentExecutives RTSş˙ž˙ß˙ť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙ş˙‡˙š˙œ˙Š˙‹˙–˙‰˙š˙Œ˙ LBL#CREDITS:SpecialThankstotheMaxiscrew RTS Ź˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˛˙ž˙‡˙–˙Œ˙ß˙œ˙˙š˙ˆ˙ LBLCREDITS:VerySpecialThanks RTSŠ˙š˙˙†˙ß˙Ź˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ LBLCREDITS:DevelopmentTitle RTS7ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙ˆ˙ž˙Œ˙ß˙›˙š˙‰˙š˙“˙˙˙š˙›˙ LBLCREDITS:EAPacificDevTeam RTSş˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙ž˙˙‹˙Œ˙ß˙ł˙˙Œ˙ß˙ž˙‘˙˜˙š˙“˙š˙Œ˙ LBLCREDITS:ExecutiveInCharge RTS!ş˙‡˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙–˙‘˙ß˙ź˙—˙ž˙˙˜˙š˙ß˙˙™˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:Producer RTSŻ˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:LeadDesigner RTS ł˙š˙ž˙›˙ß˙ť˙š˙Œ˙–˙˜˙‘˙š˙˙ LBLCREDITS:TechnicalDirector RTSŤ˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBLCREDITS:ArtDirector RTS ž˙˙‹˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBLCREDITS:ArtProducer RTS ž˙˙‹˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:SeniorProducer RTSŹ˙š˙‘˙–˙˙˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:AssociateProducers RTSž˙Œ˙Œ˙˙œ˙–˙ž˙‹˙š˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:MultiplayerTestProducer RTS˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ť˙š˙Œ˙‹˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:SeniorEngineers RTSŹ˙š˙‘˙–˙˙˙ß˙ş˙‘˙˜˙–˙‘˙š˙š˙˙Œ˙ LBLCREDITS:Engineers RTS ş˙‘˙˜˙–˙‘˙š˙š˙˙Œ˙ LBLCREDITS:AdditionalEngineering RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ş˙‘˙˜˙–˙‘˙š˙š˙˙–˙‘˙˜˙ LBLCREDITS:Designers RTS ť˙š˙Œ˙–˙˜˙‘˙š˙˙Œ˙ LBL-CREDITS:AdditionalDesignInspirationandSupport RTS*ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ť˙š˙Œ˙–˙˜˙‘˙Ó˙ß˙ś˙‘˙Œ˙˙–˙˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙Ź˙Š˙˙˙˙˙‹˙ LBLCREDITS:AdditionalDesign RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ť˙š˙Œ˙–˙˜˙‘˙ LBL$CREDITS:ExternalMultiplayMapCreators RTSş˙‡˙‹˙š˙˙‘˙ž˙“˙ß˙˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙ß˙˛˙ž˙˙ß˙ź˙˙š˙ž˙‹˙˙˙Œ˙ LBLCREDITS:Artists RTSž˙˙‹˙–˙Œ˙‹˙Œ˙ LBLCREDITS:AdditionalArt RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙˙‹˙ LBLCREDITS:DirectorofAudio RTSť˙–˙˙š˙œ˙‹˙˙˙ß˙˙™˙ß˙ž˙Š˙›˙–˙˙ LBL$CREDITS:SoundDesignandVoiceDirection RTS Ź˙˙Š˙‘˙›˙ß˙ť˙š˙Œ˙–˙˜˙‘˙ß˙ž˙‘˙›˙ß˙Š˙˙–˙œ˙š˙ß˙ť˙–˙˙š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:Composers RTS ź˙˙’˙˙˙Œ˙š˙˙Œ˙ LBLCREDITS:Composer1 RTS˛˙Š˙Œ˙–˙œ˙ß˙ź˙˙’˙˙˙Œ˙š˙›˙ß˙ž˙‘˙›˙ß˙Ż˙˙˙›˙Š˙œ˙š˙›˙ß˙˙†˙ LBL-CREDITS:Additionalsoundsanddialogueprocessing RTS4ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ź˙˙Š˙‘˙›˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ť˙–˙ž˙“˙˙˜˙Š˙š˙ß˙Ż˙˙˙œ˙š˙Œ˙Œ˙–˙‘˙˜˙ LBLCREDITS:ScriptWriters RTSŹ˙œ˙˙–˙˙‹˙ß˙¨˙˙–˙‹˙š˙˙Œ˙ LBL#CREDITS:SoundEffectsFieldRecordings RTSŹ˙˙Š˙‘˙›˙ß˙ş˙™˙™˙š˙œ˙‹˙Œ˙ß˙š˙–˙š˙“˙›˙ß˙­˙š˙œ˙˙˙›˙–˙‘˙˜˙Œ˙ LBL$CREDITS:SoundEffectsFieldRecordings1 RTSBľ˙ž˙œ˙Ž˙Š˙š˙Œ˙ß˙ł˙–˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙˛˙–˙“˙–˙‹˙ž˙˙†˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ß˙Ť˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙š˙˙Š˙‘˙›˙ž˙‹˙–˙˙‘˙ LBL$CREDITS:SoundEffectsFieldRecordings2 RTSŹ˙Ż˙ş˙ź˙ß˙Ź˙ž˙’˙Š˙š˙“˙ß˙ˇ˙Ń˙ß˙ź˙—˙˙ LBL$CREDITS:SoundEffectsFieldRecordings3 RTS0Ź˙‹˙ž˙™˙™˙ß˙Ź˙š˙˙˜˙š˙ž˙‘˙‹˙ß˙Ź˙œ˙˙‹˙‹˙ß˙˛˙œ˙ź˙“˙ž˙‘˙š˙ß˙˙™˙ß˙ź˙ß˙‹˙˙˙˙˙ß˙Î˙Đ˙Î˙Ç˙ß˙ź˙ž˙‰˙ LBL$CREDITS:SoundEffectsFieldRecordings4 RTSB˛˙ž˙˙†˙ß˙˝˙š˙‹˙—˙ß˙˛˙œ˙š˙ž˙›˙›˙š˙‘˙ß˙ž˙‘˙›˙ß˙š˙˙ž˙‘˙œ˙–˙Œ˙œ˙˙ß˙˛˙š˙‘˙›˙˙…˙˙ß˙ž˙‹˙ß˙ž˙›˙ž˙’˙Ř˙Œ˙ß˙Ź˙‹˙š˙š˙“˙ß˙Ň˙ß˙ž˙‘˙ž˙—˙š˙–˙’˙ LBL!CREDITS:CinematicCutSceneDirector RTSź˙–˙‘˙š˙’˙ž˙‹˙–˙œ˙ß˙ź˙Š˙‹˙ß˙Ź˙œ˙š˙‘˙š˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBL CREDITS:CinematicCutSceneArtists RTSź˙–˙‘˙š˙’˙ž˙‹˙–˙œ˙ß˙ź˙Š˙‹˙ß˙Ź˙œ˙š˙‘˙š˙ß˙ž˙˙‹˙–˙Œ˙‹˙Œ˙ LBLCREDITS:ProductionAssistance RTS ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙’˙š˙‘˙‹˙ LBL&CREDITS:AdditionalProductionManagement RTS ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙’˙š˙‘˙‹˙ LBLCREDITS:CameoProduction RTSź˙ž˙’˙š˙˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:Casting RTS!ź˙ž˙Œ˙‹˙–˙‘˙˜˙ß˙˙†˙ß˙ť˙š˙˙˙˙ž˙—˙ß˙¸˙š˙˙’˙ž˙‘˙ß˙ź˙ž˙Œ˙‹˙–˙‘˙˜˙ LBLCREDITS:Wardrobe RTS¨˙ž˙˙›˙˙˙˙š˙ß˙˙†˙ß˙ľ˙˙›˙–˙ß˙ť˙š˙˛˙ž˙˙œ˙˙ LBLCREDITS:HairandMakeUp RTS ˇ˙ž˙–˙˙ß˙ž˙‘˙›˙ß˙˛˙ž˙”˙š˙Ň˙Ş˙˙ß˙˙†˙ß˙ľ˙˙›˙–˙ß˙ť˙š˙˛˙ž˙˙œ˙˙ LBLCREDITS:EngineeringInterns RTSş˙‘˙˜˙–˙‘˙š˙š˙˙–˙‘˙˜˙ß˙ś˙‘˙‹˙š˙˙‘˙Œ˙ LBLCREDITS:ArtIntern RTS ž˙˙‹˙ß˙ś˙‘˙‹˙š˙˙‘˙ LBL!CREDITS:EAPacificQualityAssurance RTSş˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ LBLCREDITS:EAPacificOperations RTSş˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Œ˙ LBLCREDITS:VoiceActors RTS Š˙˙–˙œ˙š˙ß˙ž˙œ˙‹˙˙˙Œ˙ LBLCREDITS:CameoPhotos RTSź˙ž˙’˙š˙˙ß˙ž˙‘˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙Ř˙ß˙Ż˙—˙˙‹˙˙Œ˙ LBLCREDITS:AdditionalModels RTS#ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙˛˙˙›˙š˙“˙Œ˙ß˙˙†˙ß˙˛˙†˙‹˙—˙˙Œ˙ß˙Ź˙‹˙Š˙›˙–˙˙Œ˙ LBL%CREDITS:CinematicIntroandFinaleMovies RTSś˙‘˙‹˙˙˙ß˙˛˙˙‰˙–˙š˙ß˙˙†˙ß˙˛˙˙‘˙›˙˙ß˙˛˙š˙›˙–˙ž˙ LBLCREDITS:MotionCapture RTS¨˙š˙Œ˙‹˙ˆ˙˙˙›˙ß˙˛˙˙‹˙–˙˙‘˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ LBLCREDITS:MilitarypropsThanx RTS?˛˙–˙“˙–˙‹˙ž˙˙†˙ß˙˙˙˙˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙›˙ß˙˙†˙ß˙ť˙ž˙‰˙–˙›˙ß˙ˇ˙Œ˙Š˙ß˙Ů˙ß˙Ź˙˙š˙œ˙–˙ž˙“˙–˙…˙š˙›˙ß˙ť˙–˙Œ˙‹˙˙–˙˙Š˙‹˙–˙˙‘˙ LBLCREDITS:SpecialThanx1 RTSEŤ˙—˙ž˙‘˙”˙Œ˙ß˙Ů˙ß˙ł˙˙‰˙š˙ß˙‹˙˙ß˙ť˙ž˙–˙Œ˙†˙ß˙Ů˙ß˙š˙˙š˙š˙’˙ž˙‘˙ß˙¸˙Š˙Œ˙—˙š˙š˙Ó˙ß˙˛˙˙’˙ß˙Ů˙ß˙ť˙ž˙›˙ß˙ž˙‘˙›˙ß˙ś˙”˙š˙Ţ˙ß˙Ň˙ß˙ˇ˙ž˙˙‰˙ž˙˙›˙ LBLCREDITS:SpecialThanx2 RTS3ł˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ł˙ž˙Š˙˙ž˙Ó˙ß˙˝˙š˙‘˙Ó˙ß˙ľ˙ž˙œ˙”˙Ó˙ß˙Ź˙ž˙’˙ß˙ž˙‘˙›˙ß˙Ź˙˙˙—˙–˙š˙ LBLCREDITS:SpecialThanx3 RTSGŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˝˙˙˙ˆ˙‘˙ß˙š˙ž˙’˙–˙“˙†˙ß˙Ź˙Š˙˙˙˙˙‹˙ß˙Ť˙š˙ž˙’˙Ň˙ß˙­˙˙˙–˙‘˙Ó˙ß˙ľ˙˙Œ˙—˙Ó˙ß˙˝˙š˙‹˙—˙ß˙ž˙‘˙›˙ß˙˛˙š˙š˙Œ˙”˙–˙‹˙š˙ LBLCREDITS:SpecialThanx4 RTSHŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙Œ˙˙‘˙ß˙ź˙˙“˙–˙‘˙ß˙˛˙˙˙˙š˙ß˙™˙˙˙ß˙“˙š˙‹˙‹˙–˙‘˙˜˙ß˙’˙š˙ß˙˙“˙ž˙†˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙˙‘˙ß˙—˙–˙Œ˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ LBLCREDITS:SpecialThanx5 RTS?ž˙ß˙˙–˙˜˙ß˙—˙Š˙˜˙ß˙‹˙˙ß˙’˙†˙ß˙‘˙š˙ˆ˙ß˙—˙Š˙Œ˙˙ž˙‘˙›˙ß˙ľ˙˙•˙–˙ß˙™˙˙˙ß˙—˙–˙Œ˙ß˙“˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Ň˙ľ˙–˙“˙“˙ LBLCREDITS:SpecialThanx7 RTS"Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ť˙˛˙Ż˙Ó˙ß˙ľ˙š˙‘˙‘˙†˙ß˙ž˙‘˙›˙ß˙ş˙“˙–˙…˙ž˙˙š˙‹˙—˙ LBLCREDITS:SpecialThanx8 RTS$Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙š˙ž˙‹˙—˙š˙˙Ń˙ß˙Ň˙ß˙˛˙ž˙˙”˙ß˙ł˙˙˙š˙‘˙…˙š˙‘˙ LBLCREDITS:SpecialThanx9 RTSLł˙˙‹˙Œ˙ß˙˙™˙ß˙“˙˙‰˙š˙ß˙‹˙˙ß˙˛˙ž˙›˙–˙Œ˙˙‘˙Ó˙ß˙­˙š˙š˙œ˙š˙Ó˙ß˙˛˙š˙“˙–˙Œ˙Œ˙ž˙Ó˙ß˙ť˙ž˙›˙Ó˙ß˙ž˙‘˙›˙ß˙’˙†˙ß˙˙˙˙Œ˙Ţ˙ß˙Ň˙ß˙­˙ž˙‘˙›˙†˙ß˙¸˙˙š˙š˙‘˙˙ž˙œ˙”˙ LBLCREDITS:SpecialThanx10 RTSMŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˛˙ž˙—˙ž˙Ó˙ß˙­˙ž˙’˙…˙–˙Ó˙ß˙Ů˙ß˙˝˙˙˙˙”˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙Ń˙ß˙Ż˙˙˙˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ë˙Î˙Ę˙ß˙”˙–˙›˙Œ˙Ň˙ž˙’˙š˙˙ LBLCREDITS:SpecialThanx11 RTSD˛˙˙’˙Ů˙ť˙ž˙›˙Ó˙ß˙˝˙˙†˙Ó˙´˙š˙‰˙Ó˙ť˙ž˙‘˙Ů˙˛˙š˙“˙Ó˙ž˙ž˙˙˙‘˙Ů˙´˙š˙“˙Œ˙š˙†˙Ó˙˛˙–˙”˙”˙–˙Ó˙ž˙›˙ž˙’˙Ó˙´˙š˙‰˙Ó˙ľ˙ž˙†˙Ó˙ľ˙ž˙’˙š˙Œ˙ß˙Ň˙ß˙Ź˙ź˙ź˙ LBLCREDITS:SpecialThanx12 RTS<Ť˙˙ß˙˝˙˙š˙‘˙›˙ž˙ß˙ž˙‘˙›˙ß˙ą˙š˙˙˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙˙‘˙›˙š˙˙™˙Š˙“˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Ň˙ß˙ş˙˙–˙œ˙ß˙´˙š˙ž˙˙‘˙Œ˙ LBLCREDITS:SpecialThanx13 RTS?Ť˙—˙ž˙‘˙”˙Œ˙ß˙¸˙–˙˙Œ˙˙‘˙Ó˙ß˙Š˙–˙‘˙˜˙š˙Ó˙ß˙˛˙–˙š˙‰˙–˙“˙“˙š˙Ó˙ß˙˝˙š˙ž˙˙Ó˙ß˙ˇ˙š˙˙š˙˙‹˙Ó˙ß˙ł˙š˙¸˙Š˙–˙‘˙ß˙Ň˙ß˙­˙ą˙ß˙Ź˙’˙–˙‹˙—˙ LBLCREDITS:SpecialThanx14 RTSMť˙š˙˙˙˙ž˙—˙Ó˙ß˙Ź˙‹˙š˙˙—˙š˙‘˙Ó˙ß˙ž˙‘˙›˙ß˙ž˙“˙ž˙‘˙Ň˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙˙Š˙‹˙‹˙–˙‘˙˜˙ß˙Š˙˙ß˙ˆ˙–˙‹˙—˙ß˙’˙š˙ß˙Ň˙ß˙ś˙ž˙‘˙ß˙˝˙ž˙˙”˙“˙š˙†˙Ň˙Ś˙š˙Š˙‘˙˜˙ LBLCREDITS:SpecialThanx15 RTS:Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ź˙˙–˙Œ˙‹˙–˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Ň˙ß˙ľ˙˙—˙‘˙ LBLCREDITS:SpecialThanx16 RTS4Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ž˙˙˙–˙“˙ß˙¨˙š˙Œ˙“˙š˙†˙ß˙´˙š˙“˙“˙†˙ß˙Ů˙ß˙ź˙—˙š˙“˙Œ˙–˙š˙ß˙Ň˙ß˙Ź˙œ˙˙‹˙‹˙ß˙˝˙˙ˆ˙š˙‘˙ LBLCREDITS:SpecialThanx17 RTSLŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙™˙˙–˙š˙‘˙›˙Œ˙Ó˙ß˙™˙ž˙’˙–˙“˙†˙Ó˙ß˙ź˙—˙˙˙ß˙ź˙—˙˙˙ß˙˝˙š˙ž˙˙Ó˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙—˙ž˙˙›˙Ň˙ˆ˙˙˙”˙–˙‘˙˜˙ß˙Ľ˙ˇ˙ß˙‹˙š˙ž˙’˙Ţ˙ß˙Ň˙ľ˙˝˙ LBLCREDITS:SpecialThanx18 RTS,Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ľ˙Š˙‘˙”˙˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙“˙˙‰˙š˙Ń˙ß˙Ň˙­˙˙˙š˙˙‹˙ß˙˛˙–˙‘˙Œ˙”˙ LBLCREDITS:SpecialThanx19 RTSJŤ˙—˙ž˙‘˙”˙Ň˙Ş˙ß˙ź˙ž˙˙–˙‘˙ž˙Ó˙ß˙´˙ž˙‹˙ß˙ž˙‘˙›˙ß˙˝˙˙ž˙‘˙›˙˙‘˙ß˙™˙˙˙ß˙˙š˙–˙‘˙˜˙ß˙Œ˙˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙Ň˙ť˙ž˙‰˙–˙›˙ß˙¨˙ž˙–˙‘˙Œ˙‹˙ž˙–˙‘˙ LBLCREDITS:SpecialThanx20 RTSIŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙Ó˙ß˙ź˙—˙š˙˙†˙“˙ß˙ž˙‘˙›˙ß˙˝˙˙ž˙‘˙›˙˙‘˙ß˙˝˙Š˙˙‹˙–˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙“˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLCREDITS:SpecialThanx21 RTSIŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ß˙ž˙‘˙›˙ß˙™˙ž˙’˙–˙“˙†˙Ó˙ß˙š˙Œ˙˙š˙œ˙–˙ž˙“˙“˙†˙ß˙ľ˙š˙ž˙‘˙‘˙–˙š˙Ń˙ß˙ś˙ß˙“˙˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙“˙“˙ß˙Ň˙ß˙´˙ť˙Ź˙ LBLCREDITS:SpecialThanx22 RTS,Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙’˙†˙ß˙ˆ˙˙‘˙›˙š˙˙™˙Š˙“˙ß˙—˙Š˙Œ˙˙ž˙‘˙›˙ß˙­˙˙’˙ž˙‘˙ß˙Ň˙ß˙Ź˙ž˙’˙’˙ LBLCREDITS:SpecialThanx23 RTS>Ť˙—˙ž˙‘˙”˙Œ˙ß˙ž˙˙–˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙“˙˙‰˙š˙Ó˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙ž˙‘˙›˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙ß˙Ň˙ß˙ľ˙˙Œ˙š˙ LBLCREDITS:SpecialThanx24 RTSBŤ˙˙ß˙­˙š˙˙š˙œ˙œ˙ž˙Ó˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙‹˙—˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙’˙ž˙‹˙‹˙š˙˙Œ˙Ó˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙‹˙—˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙Œ˙‹˙Œ˙ LBLCREDITS:SpecialThanx25 RTSCŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙“˙˙‰˙–˙‘˙˜˙ß˙ˆ˙–˙™˙š˙ß˙™˙˙˙ß˙–˙‘˙Œ˙˙–˙˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Ň˙ß˙ź˙—˙˙–˙Œ˙ß˙­˙Š˙˙†˙˙˙ LBLCREDITS:SpecialThanx26 RTSGŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙ˆ˙–˙™˙š˙ß˙™˙˙˙ß˙˜˙–˙‰˙–˙‘˙˜˙ß˙˙Š˙˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙’˙š˙Ń˙ß˙ś˙ß˙“˙˙‰˙š˙ß˙†˙˙Š˙Ń˙ß˙Ň˙ß˙ľ˙š˙™˙™˙ß˙Ź˙‹˙š˙ˆ˙ž˙˙‹˙ LBLCREDITS:SpecialThanx27 RTSFŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˛˙˙’˙ß˙˝˙˙Š˙œ˙š˙ł˙ž˙Š˙˙ž˙ť˙ž˙Œ˙’˙˙˛˙–˙”˙š˙†˙Ť˙š˙›˙˙Ť˙˙š˙‰˙˙˙ß˙ž˙‘˙›˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙˙Š˙›˙Œ˙ß˙–˙‘˙ß˙Ť˙—˙š˙ß˙°˙ź˙ LBLCREDITS:SpecialThanx28 RTS/ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‹˙—˙ž˙‘˙”˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙ß˙ž˙‘˙›˙ß˙ž˙’˙†˙ß˙­˙–˙‹˙œ˙—˙–˙š˙ LBLCREDITS:SpecialThanx29 RTSFą˙ž˙…˙˝˙˙‘˙–˙ž˙›˙–˙ž˙˙‹˙­˙ž˙Œ˙˙Š˙“˙Ľ˙˙—˙˙š˙­˙ž˙—˙–˙’˙–˙ž˙“˙–˙ł˙š˙–˙“˙ž˙Ť˙ž˙˙ž˙š˙ž˙’˙–˙“˙†˙Ż˙Ó˙Ť˙Ó˙´˙˛˙ł˙˙˝˙˙˙¨˙–˙‘˙›˙ť˙˙š˙˙˙Œ˙‹˙ LBLCREDITS:SpecialThanx31 RTS"Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˝˙š˙‘˙ß˙ź˙ž˙“˙’˙š˙˙ß˙Ů˙ß˙ł˙ž˙Š˙˙ž˙ß˙˛˙–˙š˙“˙š˙ LBLCREDITS:SpecialThanx33 RTS;Š˙š˙˙†˙ß˙Ź˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙™˙ž˙‘˙ß˙œ˙˙’˙’˙Š˙‘˙–˙‹˙†˙Ń˙ LBLCREDITS:SpecialThanx34 RTS/˛˙ž˙›˙ß˙˙˙˙˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙Œ˙ˆ˙š˙š˙‹˙–˙š˙ß˙ľ˙˙•˙–˙ß˙ž˙‘˙›˙ß˙’˙†˙ß˙˙ž˙˙†˙ß˙Ź˙˙ž˙˙”˙†˙ LBLCREDITS:SpecialThanx35 RTSIŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙Ó˙ß˙ź˙—˙š˙˙†˙“˙ß˙ž˙‘˙›˙ß˙˝˙˙ž˙‘˙›˙˙‘˙ß˙˝˙Š˙˙‹˙–˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙“˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLCREDITS:SpecialThanx36 RTS7ś˙Ř˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‹˙—˙ž˙‘˙”˙ß˙’˙†˙ß˙ˆ˙–˙™˙š˙ß˙™˙˙˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙ß˙’˙†˙ß˙˙Š˙Œ˙†˙‘˙š˙Œ˙Œ˙ LBLCREDITS:SpecialThanx37 RTS/˝˙•˙˙˙‘˙ß˙˛˙Š˙“˙“˙š˙˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙Ĺ˙ß˙˛˙˙’˙Ó˙ß˙ť˙ž˙›˙Ó˙ß˙™˙ž˙’˙–˙“˙†˙ß˙Ů˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ LBLCREDITS:SpecialThanx38 RTS;ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‹˙—˙ž˙‘˙”˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙ß˙ž˙‘˙›˙ß˙ž˙’˙†˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLCREDITS:SpecialThanx39 RTS@Ź˙˙š˙œ˙–˙ž˙“˙ß˙‹˙—˙ž˙‘˙”˙Œ˙Ĺ˙ß˙˛˙˙’˙Ó˙ß˙ť˙ž˙›˙Ó˙ß˙˝˙˙—˙›˙–˙Ó˙ß˙¨˙–˙“˙“˙–˙š˙Ó˙ß˙ž˙‘˙›˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙˙š˙ž˙›˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ LBLCREDITS:SpecialThanx40 RTSJŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ß˙ž˙‘˙›˙ß˙™˙ž˙’˙–˙“˙†˙ß˙™˙˙˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙ź˙—˙˙–˙Œ˙‹˙’˙ž˙Œ˙ß˙–˙‘˙ß˙š˙š˙˙˙Š˙ž˙˙†˙ LBLCREDITS:SpecialThanx41 RTS0Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˝˙–˙‘˙˜˙Ó˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙ LBL GUI:GameSaved RTS ¸˙ž˙’˙š˙ß˙Ź˙ž˙‰˙š˙›˙ LBLGUI:ErrorSavingGame RTSş˙˙˙˙˙ß˙Œ˙ž˙‰˙–˙‘˙˜˙ß˙˜˙ž˙’˙š˙ß˙Ř˙Ú˙Œ˙Ř˙ LBLGUI:ErrorLoadingGame RTSş˙˙˙˙˙ß˙“˙˙ž˙›˙–˙‘˙˜˙ß˙˜˙ž˙’˙š˙ß˙Ř˙Ú˙Œ˙Ř˙ LBLCREDITS:InspiredByLine1 RTSFź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙ˆ˙ž˙Œ˙ß˙–˙‘˙Œ˙˙–˙˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙˙˙–˙˜˙–˙‘˙ž˙“˙ LBLCREDITS:InspiredByLine2 RTS2ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙˙†˙ß˙¨˙š˙Œ˙‹˙ˆ˙˙˙›˙ß˙Ź˙‹˙Š˙›˙–˙˙Œ˙ LBL3CREDITS:MultiplayerTestParticipantThanxMessageLine1 RTS<Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙™˙ž˙‘˙‹˙ž˙Œ˙‹˙–˙œ˙ß˙˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ť˙š˙Œ˙‹˙ß˙˙ž˙˙‹˙–˙œ˙–˙˙ž˙‘˙‹˙Œ˙ LBL3CREDITS:MultiplayerTestParticipantThanxMessageLine2 RTS<‹˙—˙ž˙‹˙ß˙—˙š˙“˙˙š˙›˙ß˙Š˙Œ˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙–˙‹˙Œ˙ß˙˙ž˙œ˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙˙ß˙—˙š˙“˙˙ß˙—˙ž˙Œ˙ LBL3CREDITS:MultiplayerTestParticipantThanxMessageLine3 RTS6˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙š˙‘˙•˙˙†˙š˙›˙ß˙‹˙—˙š˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ LBLCREDITS:SpecialThanxKeyMessage1 RTSGž˙ß˙‰˙š˙˙†˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙‹˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙™˙ž˙’˙–˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙‹˙˙ß˙›˙˙ß˙ˆ˙—˙ž˙‹˙ LBLCREDITS:SpecialThanxKeyMessage2 RTSAˆ˙š˙ß˙“˙˙‰˙š˙Ĺ˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙˜˙ž˙’˙š˙Œ˙Ń˙ß˙¨˙š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙‹˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLCREDITS:SpecialThanxKeyMessage3 RTS˝˙Š˙‹˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙‹˙˙†˙Ń˙Ń˙Ń˙ LBLCREDITS:SpecialThanx6Line1 RTSLŤ˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙‹˙˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙ß˙ž˙‘˙›˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ß˙–˙‘˙ß˙ź˙—˙–˙“˙“˙–˙ˆ˙ž˙œ˙”˙Ó˙ß˙˝˙ź˙Ó˙ß˙ź˙ž˙‘˙ž˙›˙ž˙Ţ˙ß˙Ň˙ß˙´˙˙–˙Œ˙ß˙˛˙˙˙‘˙š˙Œ˙Œ˙ LBLCREDITS:SpecialThanx6Line2 RTS1Ů˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙Ń˙ß˙ś˙ß˙“˙˙‰˙š˙ß˙†˙˙Š˙ß˙›˙š˙ž˙˙“˙†˙ LBLCREDITS:SpecialThanx30Line1 RTSEŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ľ˙ž˙‘˙š˙Ó˙¸˙š˙˙˙˜˙š˙Ó˙ť˙ž˙‰˙–˙›˙Ó˙Ź˙˙˙—˙–˙ž˙Ó˙ž˙Š˙›˙˙š˙†˙Ó˙Ź˙—˙ž˙‘˙‘˙˙‘˙Ó˙ľ˙˙—˙ž˙‘˙ß˙Ů˙ß˙ž˙˜˙ž˙‰˙š˙‘˙š˙œ˙‹˙ž˙˙ LBLCREDITS:SpecialThanx30Line2 RTS'™˙˙˙ß˙˙š˙–˙‘˙˜˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙š˙‰˙š˙‘˙ß˙‹˙—˙˙Š˙˜˙—˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙‘˙Ř˙‹˙ LBLCREDITS:SpecialThanx32Line1 RTSBŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˝˙–˙‘˙˜˙ß˙¸˙˙˙›˙˙‘˙Ó˙ß˙†˙˙Š˙˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙Ń˙ LBLCREDITS:SpecialThanx32Line2 RTS*ˆ˙—˙˙Ř˙“˙“˙ß˙›˙˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙˙˙Š˙‹˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙™˙˙˙ß˙ž˙ß˙›˙˙“˙“˙ž˙˙ LBLGUI:ControlBarBack RTS˝˙ž˙ź˙´˙ LBLGUI:MainMenuLoadGame RTS ł˙°˙ž˙ť˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:MainMenuLoadReplay RTS ł˙°˙ž˙ť˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:LastReplay RTS ł˙ž˙Œ˙‹˙ß˙­˙š˙˙“˙ž˙†˙ LBLGUI:ControlBarMoneyDisplay RTSŰ˙ß˙Ú˙›˙ LBL GUI:Player RTSŻ˙“˙ž˙†˙š˙˙ LBLCREDITS:UliLachelet RTS Ş˙“˙–˙ß˙ł˙˙œ˙—˙š˙“˙‹˙ LBLCREDITS:JorgLindner RTS ľ˙ ˙˙˜˙ß˙ł˙–˙‘˙›˙‘˙š˙˙ LBLCREDITS:LOCALIZATION RTS ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ LBLCREDITS:EALocalisationManager RTS ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBL$CREDITS:EALocalisationProjectManager RTS(ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ż˙˙˙•˙š˙œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:EuropeanIntegrationTeam RTSş˙Š˙˙˙˙š˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˜˙˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙ž˙’˙ LBL"CREDITS:IntegrationEngineerManager RTSś˙‘˙‹˙š˙˜˙˙ž˙‹˙–˙˙‘˙ß˙ş˙‘˙˜˙–˙‘˙š˙š˙˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:IntegrationProgrammer RTSś˙‘˙‹˙š˙˜˙˙ž˙‹˙–˙˙‘˙ß˙Ż˙˙˙˜˙˙ž˙’˙’˙š˙˙Œ˙ LBLCREDITS:AudioPostproduction RTSž˙Š˙›˙–˙˙ß˙Ż˙˙Œ˙‹˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:SpanishLocalizationTeam RTSŹ˙˙ž˙‘˙–˙Œ˙—˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙ž˙’˙ LBL#CREDITS:LocalizationManagerEAIberia RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ß˙ş˙ž˙ß˙ś˙˙š˙˙–˙ž˙ LBLCREDITS:QAnLTSupervisor RTSŽ˙ž˙ß˙Ů˙ß˙ł˙Ť˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ LBLCREDITS:QALead RTSŽ˙ž˙ß˙ł˙š˙ž˙›˙ LBLCREDITS:QATesters RTS Ž˙ž˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBL&CREDITS:LocalizationSupervisorEAIberia RTS!ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ß˙ş˙ž˙ß˙ś˙˙š˙˙–˙ž˙ LBLCREDITS:LocalizationCoordinator RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:Translations RTS Ť˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙Œ˙ LBLCREDITS:DTPSupervisor RTSť˙Ť˙Ż˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ LBLCREDITS:LayoutDesign RTS ł˙ž˙†˙˙Š˙‹˙ß˙ť˙š˙Œ˙–˙˜˙‘˙ LBLCREDITS:Documentation RTS ť˙˙œ˙Š˙’˙š˙‘˙‹˙ž˙‹˙–˙˙‘˙ LBLCREDITS:JoseMaria RTSľ˙˙Œ˙˙ß˙˛˙ž˙˙˙ž˙ß˙¸˙ž˙˙œ˙˙ž˙ LBLCREDITS:AndresGine RTS ž˙‘˙›˙˙˙Œ˙ß˙¸˙–˙‘˙˙ LBLCREDITS:JoseRamon RTSľ˙˙Œ˙˙ß˙­˙ž˙’˙ ˙‘˙ß˙Ź˙ž˙˜˙ž˙˙‘˙ž˙ LBLCREDITS:DavidSuarez RTS ť˙ž˙‰˙–˙›˙ß˙Ź˙Š˙˙˙š˙…˙ LBLCREDITS:AlejandroGomez RTSž˙“˙š˙•˙ž˙‘˙›˙˙˙ß˙¸˙ ˙’˙š˙…˙ LBLCREDITS:IsmaeLDuran RTS ś˙Œ˙’˙ž˙š˙“˙ß˙ť˙Š˙˙˙‘˙ LBLCREDITS:JoseLuis RTSľ˙˙Œ˙˙ß˙ł˙Š˙–˙Œ˙ß˙­˙˙‰˙–˙˙ž˙ LBLCREDITS:JavierMartinez RTSľ˙ž˙‰˙–˙š˙˙ß˙˛˙ž˙˙‹˙˙‘˙š˙…˙ LBLCREDITS:LuisPines RTS ł˙Š˙–˙Œ˙ß˙Ż˙–˙‘˙˙Œ˙ LBLCREDITS:EAItalyLocalization RTSş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙ś˙‹˙ž˙“˙†˙ LBLCREDITS:LocalisationManager RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:TranslationSupervisor RTSŤ˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ LBLCREDITS:LTSupervisor RTS ł˙Ť˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ LBLCREDITS:LocalisationCoordinator RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:LocalisationGermany RTSş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ LBLCREDITS:RobertBock RTS ­˙˙˙š˙˙‹˙ß˙˝˙ ˙œ˙”˙ LBLCREDITS:TestCoordination RTSŤ˙š˙Œ˙‹˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙–˙˙‘˙ LBLCREDITS:LanguageTester RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙Œ˙‹˙š˙˙ LBLCREDITS:LocalisationFrance RTSş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙š˙˙ž˙‘˙œ˙š˙ LBLCREDITS:TestManager RTS Ť˙š˙Œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBL(CREDITS:FrenchLanguageTestingCoordinator RTSł˙ž˙‘˙˜˙Š˙ž˙˜˙š˙ß˙Ť˙š˙Œ˙‹˙–˙‘˙˜˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:StephaneTachon RTSŹ˙‹˙˙˙—˙ž˙‘˙š˙ß˙Ť˙ž˙œ˙—˙˙‘˙ LBLCREDITS:LanguageTesters RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBLCREDITS:LocalisationBrazil RTSş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙˝˙˙ž˙…˙–˙“˙ LBLCREDITS:TranslationAndTesting RTSŤ˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙ß˙Ů˙ß˙Ť˙š˙Œ˙‹˙–˙‘˙˜˙ LBLCREDITS:LocalisationPoland RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙Ż˙˙“˙ž˙‘˙›˙ LBLGUI:LadderNameAndSize RTS Ú˙“˙Œ˙ß˙×˙Ú˙›˙‰˙Ú˙›˙Ö˙ LBLGUI:InvalidLadderPassword RTSś˙‘˙‰˙ž˙“˙–˙›˙ß˙“˙ž˙›˙›˙š˙˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLGUI:EnterLadderPassword RTSş˙‘˙‹˙š˙˙ß˙“˙ž˙›˙›˙š˙˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ĺ˙ LBL#GUI:InternetDisconnectionMenuHeader RTSť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙˛˙š˙‘˙Š˙ LBL'GUI:InternetDisconnectionMenuHeaderCaps RTSť˙ś˙Ź˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ś˙°˙ą˙ß˙˛˙ş˙ą˙Ş˙ LBL"GUI:InternetDisconnectionMenuBody1 RTS °˙‘˙š˙ß˙˙˙ß˙’˙˙ěh%ěh%Dş˙ą˙Ş˙˙i%i%0i%($i%i%˙ž˙,i%,i%ß˙˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙Ń˙‹˙`i%`i%ĐĚŒ˙ti%ti%ź¸˙’˙ž˙‘˙œ˙š˙i%i% Œ˙Ď˙ i% i%Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙Đi%Đi%`“˙“˙ß˙˙š˙ß˙“˙š˙™˙‹˙ß˙˙š˙—˙–˙‘˙›˙Ń˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙š˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ń˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙—˙˙“˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL"GUI:InternetDisconnectionMenuBody2 RTSáś˙‹˙ß˙–˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙š˙˙Œ˙˙‘˙ß˙–˙Œ˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙Œ˙˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙œ˙—˙˙˙Œ˙š˙ß˙‹˙˙ß˙ˆ˙ž˙–˙‹˙ß˙Š˙‘˙‹˙–˙“˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙†˙š˙˙Ř˙Œ˙ß˙‹˙–˙’˙š˙˙ß˙—˙ž˙Œ˙ß˙š˙“˙ž˙˙Œ˙š˙›˙Ń˙ß˙¨˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙˙ß˙œ˙˙Š˙‘˙‹˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙‹˙˙ß˙Ď˙ß˙‹˙—˙ž˙‹˙ß˙˙š˙˙Œ˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙š˙’˙˙‰˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ LBLCREDITS:EAKoreaLocalisationTeam RTS ş˙ž˙ß˙´˙˙˙š˙ž˙ß˙Ť˙š˙ž˙’˙ LBL"CREDITS:BusinessDevelopmentManager RTS˝˙Š˙Œ˙–˙‘˙š˙Œ˙Œ˙ß˙ť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:LocalisationProducer RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:EAKoreaMarketingTeam RTSş˙ž˙ß˙´˙˙˙š˙ž˙ß˙˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙Ť˙š˙ž˙’˙ LBLCREDITS:MarketingManager RTS˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:ProductManager RTSŻ˙˙˙›˙Š˙œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:PublicRelations RTSŻ˙Š˙˙“˙–˙œ˙ß˙­˙š˙“˙ž˙‹˙–˙˙‘˙Œ˙ LBLCREDITS:ProductPromotion RTSŻ˙˙˙›˙Š˙œ˙‹˙ß˙Ż˙˙˙’˙˙‹˙–˙˙‘˙ LBL CREDITS:EATaiwanLocalisationTeam RTSş˙ž˙ß˙Ť˙ž˙–˙ˆ˙ž˙‘˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙ž˙’˙ LBL/CREDITS:EAAsiaPacificLocalisationProjectManager RTS,ş˙ž˙ß˙ž˙Œ˙–˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ż˙˙˙•˙š˙œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBL"CREDITS:AdditionalStoryInspiration RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ź˙‹˙˙˙†˙ß˙ś˙‘˙Œ˙˙–˙˙ž˙‹˙–˙˙‘˙ LBLGUI:RandomSide RTS­˙ž˙‘˙›˙˙’˙ LBLGUI:Age RTSž˙˜˙š˙ LBL GUI:Month RTS ˛˙˙‘˙‹˙—˙ß˙×˙˛˙˛˙Ö˙ LBLGUI:Day RTSť˙ž˙†˙ß˙×˙ť˙ť˙Ö˙ LBLGUI:Year RTS Ś˙š˙ž˙˙ß˙×˙Ś˙Ś˙Ś˙Ś˙Ö˙ LBLCREDITS:DevelopmentTitle2 RTS˙†˙ß˙ş˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙ž˙˙‹˙Œ˙ß˙ł˙˙Œ˙ß˙ž˙‘˙˜˙š˙“˙š˙Œ˙ LBLCREDITS:EAPacificDevTeam2 RTS)ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ LBLGUI:MustHaveAdminRights RTS6Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙ž˙›˙’˙–˙‘˙–˙Œ˙‹˙˙ž˙‹˙–˙‰˙š˙ß˙˙–˙˜˙—˙‹˙Œ˙ß˙‹˙˙ß˙–˙‘˙Œ˙‹˙ž˙“˙“˙ß˙ž˙ß˙˙ž˙‹˙œ˙—˙ LBLGUI:BuddyAddReq RTSŞ˙Œ˙š˙˙ß˙ˆ˙ž˙‘˙‹˙Œ˙ß˙‹˙˙ß˙ž˙›˙›˙ß˙ž˙ß˙˙Š˙›˙›˙†˙ LBLGUI:AgeFailedTitle RTSž˙˜˙š˙ß˙­˙š˙Ž˙Š˙–˙˙š˙’˙š˙‘˙‹˙ß˙ą˙˙‹˙–˙œ˙š˙ LBL GUI:AgeFailed RTS=Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Î˙Ě˙ß˙†˙š˙ž˙˙Œ˙ß˙˙™˙ß˙ž˙˜˙š˙ß˙˙˙ß˙˙“˙›˙š˙˙ß˙‹˙˙ß˙˙“˙ž˙†˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙˙‘˙“˙–˙‘˙š˙ LBL$GUI:AdditionalLocalizationManagement RTS"ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙’˙š˙‘˙‹˙ LBLGUI:GroupRoom4 RTSË˙ß˙‰˙Œ˙ß˙Ë˙ LBLGUI:GroupRoom5 RTSž˙Œ˙–˙ž˙ LBLGUI:GroupRoom6 RTSş˙Š˙˙˙˙š˙ LBLGUI:GroupRoom7 RTS ą˙˙˙‹˙—˙ß˙ž˙’˙š˙˙–˙œ˙ž˙ LBLGUI:GroupRoom8 RTSŞ˙‘˙–˙‹˙š˙›˙ß˙´˙–˙‘˙˜˙›˙˙’˙ LBLGUI:GroupRoom9 RTS¸˙š˙˙’˙ž˙‘˙†˙ LBLGUI:GroupRoom10 RTS´˙˙˙š˙ž˙ LBLGUI:GroupRoom11 RTS š˙˙š˙š˙ß˙š˙˙˙ß˙ž˙“˙“˙ LBLGUI:GroupRoom12 RTSą˙˙ß˙Ź˙‹˙ž˙‹˙Œ˙ LBLGUI:GroupRoom13 RTS˛˙˙›˙ß˙˛˙ž˙˙Œ˙ LBLGUI:ControlOptions RTSź˙°˙ą˙Ť˙­˙°˙ł˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:ClassicMouse RTSź˙“˙ž˙Œ˙Œ˙–˙œ˙ LBLGUI:AlternateMouse RTSž˙“˙‹˙š˙˙‘˙ž˙‹˙š˙ß˙˛˙˙Š˙Œ˙š˙ß˙Ź˙š˙‹˙Š˙˙ LBLTOOLTIP:AlternateMouse RTSM­˙–˙˜˙—˙‹˙ß˙’˙˙Š˙Œ˙š˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙–˙‘˙–˙‹˙–˙ž˙‹˙š˙Œ˙ß˙Š˙‘˙–˙‹˙ß˙ž˙œ˙‹˙–˙˙‘˙ß˙˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙™˙–˙š˙“˙›˙ß˙×˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙’˙˙‰˙š˙Ó˙ß˙š˙‹˙œ˙Ń˙Ö˙ LBLGUI:Generals_Challenge RTS ź˙ˇ˙ž˙ł˙ł˙ş˙ą˙¸˙ş˙ LBLGUI:Generals_Challenge_Title RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙Ř˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLGUI:DemoMD_USA01ButtonTitle RTSŞ˙Ź˙ž˙ß˙Ď˙Î˙ LBLGUI:DemoMD_USA02ButtonTitle RTSŞ˙Ź˙ž˙ß˙Ď˙Í˙ LBLGUI:DemoMD_GLA03ButtonTitle RTS¸˙ł˙ž˙ß˙Ď˙Ě˙ LBLGUI:DemoMD_CampEADemoTitle RTSť˙ş˙˛˙°˙ LBL6TOOLTIP:TooltipCannotBuildBuildingBecauseMaximumNumber RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙˙Š˙–˙“˙‹˙ LBLTOOLTIP:MapMaxBrutalSuccess RTSWź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙Ţ˙ LBLGUI:LimitArmies RTS ł˙–˙’˙–˙‹˙ß˙ž˙˙’˙–˙š˙Œ˙ LBLTOOLTIP:LimitArmies RTSjź˙—˙š˙œ˙”˙ß˙‹˙˙ß˙“˙–˙’˙–˙‹˙ß˙ž˙˙’˙–˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ş˙Ź˙ž˙Ó˙ß˙¸˙ł˙ž˙Ó˙ß˙ž˙‘˙›˙ß˙ź˙—˙–˙‘˙ž˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙“˙“˙˙ˆ˙ß˙˙˙˜˙Š˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ß˙ž˙˙’˙–˙š˙Œ˙ LBL GUI:UseStats RTS ­˙š˙œ˙˙˙›˙ß˙Ź˙‹˙ž˙‹˙Œ˙ LBLTOOLTIP:UseStats RTSkŹ˙š˙“˙š˙œ˙‹˙ß˙ˆ˙—˙š˙‹˙—˙š˙˙ß˙˙˙ß˙‘˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙Ř˙Œ˙ß˙Œ˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙š˙œ˙˙˙›˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙Œ˙š˙˙‰˙š˙˙ LBLTOOLTIP:UseStatsOn RTSXŹ˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙¨˙ś˙ł˙ł˙ß˙˙š˙ß˙˙š˙œ˙˙˙›˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙Œ˙š˙˙‰˙š˙˙ LBLTOOLTIP:UseStatsOff RTS\Ź˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙¨˙ś˙ł˙ł˙ß˙ą˙°˙Ť˙ß˙˙š˙ß˙˙š˙œ˙˙˙›˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙Œ˙š˙˙‰˙š˙˙ LBLGUI:StartingMoney RTS Ź˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙ź˙ž˙Œ˙—˙ LBLGUI:StartingMoneyFormat RTSŰ˙Ú˙Š˙ LBLTOOLTIP:StartingMoney RTS)ž˙›˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙’˙˙‘˙š˙†˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLGUI:LimitSuperweapons RTSł˙–˙’˙–˙‹˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBLTOOLTIP:LimitSuperweapons RTSDź˙—˙š˙œ˙”˙ß˙‹˙˙ß˙“˙–˙’˙–˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙Ó˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Œ˙Ó˙ß˙š˙‹˙œ˙Ń˙ß˙‹˙˙ß˙˙‘˙š˙ß˙˙š˙˙ß˙˙“˙ž˙†˙š˙˙ LBLTOOLTIP:BattleHonorStreak100 RTS|Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLTOOLTIP:BattleHonorStreak500 RTS|Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Ę˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLTOOLTIP:BattleHonorStreak1000 RTS:Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ LBL TOOLTIP:BattleHonorStreak3Online RTSxŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Ě˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL!TOOLTIP:BattleHonorStreak10Online RTSyŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL!TOOLTIP:BattleHonorStreak25Online RTSyŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Í˙Ę˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL"TOOLTIP:BattleHonorStreak100Online RTSzŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL"TOOLTIP:BattleHonorStreak500Online RTSzŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Ę˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL#TOOLTIP:BattleHonorStreak1000Online RTS8Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ LBL TOOLTIP:BattleHonorDomination100 RTSwť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL TOOLTIP:BattleHonorDomination500 RTSwť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Ę˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL!TOOLTIP:BattleHonorDomination1000 RTSyť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ó˙Ď˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL"TOOLTIP:BattleHonorDomination10000 RTS<ť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ LBL&TOOLTIP:BattleHonorDomination100Online RTSuť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL&TOOLTIP:BattleHonorDomination500Online RTSuť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Ę˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL'TOOLTIP:BattleHonorDomination1000Online RTSwť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ó˙Ď˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL(TOOLTIP:BattleHonorDomination10000Online RTS:ť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ LBL$TOOLTIP:BattleHonorCampaignChallenge RTS—ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBLTOOLTIP:BattleHonorUltimate RTShŞ˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL TOOLTIP:BattleHonorGlobalGeneral RTS[¸˙“˙˙˙ž˙“˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙¨˙–˙‘˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙˙‘˙š˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙Œ˙ß˙š˙ž˙œ˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙ž˙ß˙’˙š˙›˙ž˙“˙ LBL!TOOLTIP:BattleHonorStreakDisabled RTSOŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL'TOOLTIP:BattleHonorStreakOnlineDisabled RTSOŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL,TOOLTIP:BattleHonorCampaignChallengeDisabled RTS—ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL#TOOLTIP:BattleHonorUltimateDisabled RTShŞ˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorDominationDisabled RTSNť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL+TOOLTIP:BattleHonorDominationOnlineDisabled RTSNť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL(TOOLTIP:BattleHonorGlobalGeneralDisabled RTS^¸˙“˙˙˙ž˙“˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙¨˙–˙‘˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙˙‘˙š˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙Œ˙ß˙š˙ž˙œ˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL TOOLTIP:BattleHonorBlitzDisabled RTSG˝˙“˙–˙‹˙…˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙˙˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLGUI:SuperweaponSpectreGunship RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBL"GUI:Nuke_SuperweaponNeutronMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLGUI:SuperweaponGPSScrambler RTS ¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ LBL(GUI:SupW_SuperweaponParticleUplinkCannon RTSŻ˙ž˙˙‹˙–˙œ˙“˙š˙ß˙Ş˙˙“˙–˙‘˙”˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLGUI:SuperweaponTankParadrop RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ LBL!GUI:SupW_SuperweaponTomahawkStorm RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBL"GUI:SupW_SuperweaponNeutronMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL$INI:FactionAmericaSuperWeaponGeneral RTSŞ˙Ź˙ž˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionAmericaLaserGeneral RTSŞ˙Ź˙ž˙ß˙ł˙ž˙Œ˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL!INI:FactionAmericaAirForceGeneral RTSŞ˙Ź˙ž˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"INI:FactionAmericaCommanderInChief RTSŞ˙Ź˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙ś˙‘˙ß˙ź˙—˙–˙š˙™˙ LBLINI:FactionChinaTankGeneral RTSź˙—˙–˙‘˙ž˙ß˙Ť˙ž˙‘˙”˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionChinaInfantryGeneral RTSź˙—˙–˙‘˙ž˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionChinaNukeGeneral RTSź˙—˙–˙‘˙ž˙ß˙ą˙Š˙”˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL INI:FactionChinaCommanderInChief RTSź˙—˙–˙‘˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙ś˙‘˙ß˙ź˙—˙–˙š˙™˙ LBLINI:FactionGLAToxinGeneral RTS¸˙ł˙ž˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionGLADemolitionGeneral RTS¸˙ł˙ž˙ß˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionGLAStealthGeneral RTS¸˙ł˙ž˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionGLACommanderInChief RTS¸˙ł˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙ś˙‘˙ß˙ź˙—˙–˙š˙™˙ LBLINI:FactionBossGeneral RTS ˝˙˙Œ˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:AmericaSuperWeaponGeneral RTSŞ˙Ź˙ž˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:AmericaLaserGeneral RTSŞ˙Ź˙ž˙ß˙ł˙ž˙Œ˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:AmericaAirForceGeneral RTSŞ˙Ź˙ž˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:ChinaTankGeneral RTSź˙—˙–˙‘˙ž˙ß˙Ť˙ž˙‘˙”˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:ChinaInfantryGeneral RTSź˙—˙–˙‘˙ž˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:ChinaNukeGeneral RTSź˙—˙–˙‘˙ž˙ß˙ą˙Š˙”˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:GLAToxinGeneral RTS¸˙ł˙ž˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:GLADemolitionGeneral RTS¸˙ł˙ž˙ß˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:GLAStealthGeneral RTS¸˙ł˙ž˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SIDE:Boss RTS ˝˙˙Œ˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:SelectAllAircraft RTSŹ˙š˙“˙š˙œ˙‹˙ß˙ž˙“˙“˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL GUI:SelectAllAircraftDescription RTSŹ˙š˙“˙š˙œ˙‹˙Œ˙ß˙ž˙“˙“˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBLSCIENCE:USASpectreGunship1 RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBLSCIENCE:USALeafletDrop RTS ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ LBLSCIENCE:ChinaTankHunterTraining RTSŤ˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBL!SCIENCE:ChinaBattleMasterTraining RTS˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:ChinaOverlordTraining RTS°˙‰˙š˙˙“˙˙˙›˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBL!SCIENCE:ChinaGattlingTankTraining RTS¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:ChinaNukeDrop RTS ą˙Š˙”˙š˙ß˙ť˙˙˙˙ LBLSCIENCE:ChinaFrenzy RTSš˙˙š˙‘˙…˙†˙ß˙Î˙ LBLSCIENCE:ChinaFrenzy2 RTSš˙˙š˙‘˙…˙†˙ß˙Í˙ LBLSCIENCE:ChinaFrenzy3 RTSš˙˙š˙‘˙…˙†˙ß˙Ě˙ LBLSCIENCE:ChinaCarpetBomb RTS ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙ LBLSCIENCE:GPSScrambler RTS ¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ LBLSCIENCE:GLASneakAttack RTS Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLSCIENCE:ChinaTankParadrop1 RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙Î˙ LBLSCIENCE:ChinaTankParadrop2 RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙Í˙ LBLSCIENCE:ChinaTankParadrop3 RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙Ě˙ LBLSCIENCE:ChinaInfantryParadrop1 RTSś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙Î˙ LBLSCIENCE:ChinaInfantryParadrop2 RTSś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙Í˙ LBLSCIENCE:ChinaInfantryParadrop3 RTSś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙Ě˙ LBLCONTROLBAR:NoHotKeyFrenzy RTSš˙˙š˙‘˙…˙†˙ LBL"CONTROLBAR:CIAIntelligenceShortcut RTS ś˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙œ˙š˙ LBL!CONTROLBAR:CommunicationsDownload RTSź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙–˙˙‘˙Œ˙Ů˙ť˙˙ˆ˙‘˙“˙˙ž˙›˙ LBL)CONTROLBAR:CommunicationsDownloadShortcut RTSź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙–˙˙‘˙Œ˙Ů˙ť˙˙ˆ˙‘˙“˙˙ž˙›˙ LBL+CONTROLBAR:UpgradeChinaHelixPropagandaTower RTSŻ˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ů˙Ť˙˙ˆ˙š˙˙ LBL(CONTROLBAR:UpgradeChinaHelixBattleBunker RTS˝˙ž˙‹˙‹˙“˙š˙ß˙Ů˙˝˙Š˙‘˙”˙š˙˙ LBL*CONTROLBAR:UpgradeChinaHelixGattlingCannon RTS¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ů˙ź˙ž˙‘˙‘˙˙‘˙ LBLCONTROLBAR:UpgradeHelixNukeBomb RTS Ů˙ą˙Š˙”˙š˙ß˙˝˙˙’˙˙ LBL#CONTROLBAR:ConstructAmericaFireBase RTS š˙Ů˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ LBL,CONTROLBAR:ConstructAmericaArtilleryPlatform RTSž˙Ů˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ LBL&CONTROLBAR:ConstructAmericaTankAvenger RTSž˙‰˙š˙‘˙Ů˙˜˙š˙˙ LBL(CONTROLBAR:ConstructAmericaTankMicrowave RTSŮ˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ LBLCONTROLBAR:BunkerExit RTS ş˙‡˙–˙‹˙ß˙˝˙Š˙‘˙”˙š˙˙ LBLCONTROLBAR:FireBaseExit RTSş˙‡˙–˙‹˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ LBL(CONTROLBAR:ConstructFakeGLACommandCenter RTSš˙ž˙”˙š˙ß˙Ů˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL#CONTROLBAR:ConstructFakeGLABarracks RTSš˙ž˙”˙š˙ß˙Ů˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL&CONTROLBAR:ConstructFakeGLASupplyStash RTSš˙ž˙”˙š˙ß˙Ź˙Ů˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBL%CONTROLBAR:ConstructFakeGLAArmsDealer RTSš˙ž˙”˙š˙ß˙Ů˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL'CONTROLBAR:ConstructChinaInternetCenter RTSŮ˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL(CONTROLBAR:ConstructGLAVehicleCombatBike RTS ź˙˙’˙˙ž˙‹˙ß˙ź˙Ů˙†˙œ˙“˙š˙ LBL$CONTROLBAR:ConstructChinaTankEmperor RTSş˙’˙˙š˙˙˙˙ß˙Ů˙°˙‰˙š˙˙“˙˙˙›˙ LBL'CONTROLBAR:ConstructGLAInfantrySaboteur RTS Ů˙Ź˙ž˙˙˙‹˙š˙Š˙˙ LBL2CONTROLBAR:ConstructChinaInfantryPropagandaTrooper RTSŮ˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙˙˙˙š˙˙ LBL+CONTROLBAR:ConstructChinaInfantryMiniGunner RTS ˛˙Ů˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ LBL(CONTROLBAR:ConstructAmericaJetKingRaptor RTS ´˙–˙‘˙˜˙ß˙­˙ž˙˙Ů˙‹˙˙˙ LBL+CONTROLBAR:ConstructAmericaJetFuelAirAurora RTSž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ß˙Ů˙˝˙˙’˙˙š˙˙ LBL.CONTROLBAR:ConstructAmericaJetHypersonicAurora RTS Ů˙ž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ LBL%CONTROLBAR:ConstructGLAInfantrySniper RTSŮ˙Ź˙‘˙–˙˙š˙˙ LBL-CONTROLBAR:ConstructAmericaVehicleSentryDrone RTS Ů˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ LBL/CONTROLBAR:ConstructAmericaVehicleHellfireDrone RTSˇ˙š˙“˙“˙Ů˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ LBL3CONTROLBAR:ConstructAmericaVehiclePointDefenseDrone RTSŮ˙Ż˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙ť˙˙˙‘˙š˙ LBL%CONTROLBAR:ConstructChinaVehicleHelix RTSˇ˙š˙“˙–˙Ů˙‡˙ LBL+CONTROLBAR:ConstructChinaInfantryNukeHunter RTS ą˙Š˙”˙š˙ß˙ˇ˙Ů˙Š˙‘˙‹˙š˙˙ LBL'CONTROLBAR:ConstructAmericaICBMLauncher RTSŮ˙ś˙ź˙˝˙˛˙ LBL0CONTROLBAR:ConstructChinaVehicleListeningOutpost RTSł˙–˙Ů˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ LBL&CONTROLBAR:ConstructFakeGLABlackMarket RTSš˙ž˙”˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙Ů˙˛˙ž˙˙”˙š˙‹˙ LBL(CONTROLBAR:ConstructAmericaTomahawkStorm RTSŮ˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBL CONTROLBAR:ConstructChinaTankECM RTSŮ˙ş˙ź˙˛˙ LBL'CONTROLBAR:ConstructGLAVehicleBattleBus RTS ˝˙ž˙‹˙‹˙“˙Ů˙š˙ß˙˝˙Š˙Œ˙ LBL'CONTROLBAR:UpgradeAmericaSentryDroneGun RTSŹ˙š˙Ů˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙¸˙Š˙‘˙ LBL$CONTROLBAR:UpgradeGLAQuadCannonSnipe RTSŽ˙Š˙ž˙‘˙ß˙Ů˙ź˙ž˙‘˙‘˙˙‘˙ß˙Ź˙‘˙–˙˙–˙‘˙˜˙ LBL$CONTROLBAR:UpgradeAmericaSupplyLines RTS Ź˙Ů˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ LBLCONTROLBAR:UpgradeAmericaMOAB RTSŮ˙˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙˝˙˙’˙˙Œ˙ LBL%CONTROLBAR:BecomeRealGLACommandCenter RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL CONTROLBAR:BecomeRealGLABarracks RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL"CONTROLBAR:BecomeRealGLAArmsDealer RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL#CONTROLBAR:BecomeRealGLASupplyStash RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙Ź˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBL#CONTROLBAR:BecomeRealGLABlackMarket RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ LBL&CONTROLBAR:UpgradeAmericaBunkerBusters RTS˝˙Ů˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙Œ˙ LBL(CONTROLBAR:UpgradeAmericaCountermeasures RTSź˙Ů˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ LBL&CONTROLBAR:UpgradeAmericaChemicalSuits RTSź˙—˙š˙’˙Ů˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙Œ˙ LBL'CONTROLBAR:UpgradeChinaSatelliteHackOne RTSŮ˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ LBL'CONTROLBAR:UpgradeChinaSatelliteHackTwo RTSŮ˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ LBL!CONTROLBAR:UpgradeChinaFanaticism RTS Ů˙Ż˙ž˙‹˙˙–˙˙‹˙–˙Œ˙’˙ LBL&CONTROLBAR:UpgradeChinaWGUraniumShells RTS¨˙š˙ž˙˙˙‘˙Œ˙ß˙¸˙˙ž˙›˙š˙ß˙Ů˙Ş˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL%CONTROLBAR:UpgradeChinaTankAutoLoader RTS Ů˙ž˙Š˙‹˙˙“˙˙ž˙›˙š˙˙ LBL$CONTROLBAR:UpgradeChinaNeutronShells RTSą˙š˙Š˙‹˙˙˙‘˙ß˙Ů˙Ź˙—˙š˙“˙“˙Œ˙ LBL%CONTROLBAR:UpgradeChinaFusionReactors RTSŮ˙š˙Š˙Œ˙–˙˙‘˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙ LBL&CONTROLBAR:ChinaUpgradeHelixNapalmBomb RTS'ş˙‘˙ž˙˙“˙š˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ß˙‹˙˙ß˙›˙˙˙˙ß˙‘˙ž˙˙ž˙“˙’˙ß˙˙˙’˙˙Œ˙ LBL$CONTROLBAR:ChinaUpgradeHelixNukeBomb RTS%ş˙‘˙ž˙˙“˙š˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ß˙‹˙˙ß˙›˙˙˙˙ß˙‘˙Š˙”˙š˙ß˙˙˙’˙˙Œ˙ LBL!CONTROLBAR:UpgradeHelixNapalmBomb RTS Ů˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ LBL'CONTROLBAR:UpgradeGLAFortifiedStructure RTSš˙˙˙‹˙–˙™˙–˙Ů˙š˙›˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBLCONTROLBAR:UpgradeGLABoobyTrap RTS ˝˙Ů˙˙˙˙†˙ß˙Ť˙˙ž˙˙ LBLCONTROLBAR:DetonateFakeBuilding RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙Ů˙ą˙˙ˆ˙Ţ˙ LBL)CONTROLBAR:UpgradeGLAWorkerFakeCommandSet RTSŹ˙ˆ˙–˙‹˙œ˙—˙ß˙‹˙˙ß˙Ů˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL)CONTROLBAR:UpgradeGLAWorkerRealCommandSet RTSŹ˙ˆ˙–˙‹˙œ˙—˙ß˙‹˙˙ß˙Ů˙­˙š˙ž˙“˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL+CONTROLBAR:UpgradeGLAHighExplosiveDemoTraps RTSˇ˙–˙˜˙—˙ß˙ş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙Ů˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBL CONTROLBAR:UpgradeGLACamoNetting RTS ź˙ž˙’˙˙ß˙Ů˙ą˙š˙‹˙‹˙–˙‘˙˜˙ LBL!CONTROLBAR:UpgradeGLAAnthraxGamma RTSž˙‘˙‹˙—˙˙ž˙Ů˙‡˙ß˙¸˙ž˙’˙’˙ž˙ LBL CONTROLBAR:UpgradeGLAWorkerShoes RTS ¨˙˙˙”˙š˙˙ß˙Ů˙Ź˙—˙˙š˙Œ˙ LBLCONTROLBAR:UpgradeEMPMines RTSą˙š˙Š˙‹˙˙˙‘˙ß˙Ů˙˛˙–˙‘˙š˙Œ˙ LBLCONTROLBAR:NukeWarhead RTSŮ˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙—˙š˙“˙“˙ LBLCONTROLBAR:NeutronWarhead RTSą˙Ů˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLCONTROLBAR:LeafletDrop RTS Ů˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ LBLCONTROLBAR:SuitcaseNuke RTSŹ˙Š˙–˙‹˙œ˙ž˙Œ˙š˙ß˙Ů˙ą˙Š˙”˙š˙ LBL!CONTROLBAR:NeutronMissileShortcut RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLCONTROLBAR:ICBM RTSŮ˙ś˙ź˙˝˙˛˙ LBLCONTROLBAR:ICBMShortcut RTSś˙ź˙˝˙˛˙ LBLCONTROLBAR:ScudStormShortcut RTS Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBLCONTROLBAR:TomahawkStorm RTSŮ˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBL CONTROLBAR:TomahawkStormShortcut RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBLCONTROLBAR:SpectreGunship RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙Ů˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBL%CONTROLBAR:SpectreGunshipFromShortcut RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBLCONTROLBAR:SneakAttack RTS Ź˙‘˙š˙ž˙”˙ß˙ž˙Ů˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:TankParadrop RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙Ů˙˙ LBLCONTROLBAR:NukeDrop RTS ą˙Ů˙Š˙”˙š˙ß˙ť˙˙˙˙ LBLCONTROLBAR:Frenzy RTSš˙˙š˙‘˙…˙Ů˙†˙ LBLCONTROLBAR:RadarVanScanShortcut RTS ­˙ž˙›˙ž˙˙ß˙Ź˙œ˙ž˙‘˙ LBL-CONTROLBAR:SelectAircraftCarriersFromShortcut RTSŹ˙š˙“˙š˙œ˙‹˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Œ˙ LBL(CONTROLBAR:SelectBattleshipsFromShortcut RTS˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBLCONTROLBAR:BattleshipFire RTS˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBLCONTROLBAR:AircraftCarrierFire RTS#­˙ž˙˙‹˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙™˙˙˙’˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ LBLCONTROLBAR:ECMDisableVehicle RTSŮ˙ť˙–˙Œ˙ž˙˙“˙š˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ LBLCONTROLBAR:BoobyTrapAttack RTSŮ˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:GPSScrambler RTSŮ˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ LBL+CONTROLBAR:FireParticleUplinkCannonShortcut RTSŻ˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLUPGRADE:AmericaSentryDroneGun RTSŹ˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙¸˙Š˙‘˙ LBLUPGRADE:AmericaMOAB RTS˛˙°˙ž˙˝˙Ĺ˙ß˙˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙˝˙˙’˙˙Œ˙ LBLUPGRADE:AmericaBunkerBusters RTS˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLUPGRADE:SatelliteHackOne RTSŹ˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ LBLUPGRADE:SatelliteHackTwo RTSŹ˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ LBLUPGRADE:HelixGattlingCannon RTSˇ˙š˙“˙–˙‡˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLUPGRADE:HelixPropagandaTower RTSˇ˙š˙“˙–˙‡˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ LBLUPGRADE:HelixBattleBunker RTSˇ˙š˙“˙–˙‡˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙‘˙”˙š˙˙ LBLUPGRADE:SupplyLines RTS Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ LBLUPGRADE:PointDefenseDrone RTSŻ˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙ť˙˙˙‘˙š˙ LBLUPGRADE:QuadCannonSnipe RTSŽ˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙Ź˙‘˙–˙˙š˙˙ß˙­˙˙Š˙‘˙›˙Œ˙ LBLUPGRADE:HellfireDrone RTSˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ LBLUPGRADE:Fanaticism RTS Ż˙ž˙‹˙˙–˙˙‹˙–˙Œ˙’˙ LBLUPGRADE:EMPMine RTS ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ LBLUPGRADE:ChinaHelixNapalmBomb RTS ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ LBLUPGRADE:ChinaHelixNukeBomb RTS ą˙Š˙”˙š˙ß˙˝˙˙’˙˙ LBLUPGRADE:WGUraniumShells RTS¨˙š˙ž˙˙˙‘˙Œ˙ß˙¸˙˙ž˙›˙š˙ß˙Ş˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLUPGRADE:TankAutoLoader RTS ž˙Š˙‹˙˙ß˙ł˙˙ž˙›˙š˙˙ LBLUPGRADE:NeutronShells RTSą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL"UPGRADE:BecomeRealGLACommandCenter RTS­˙š˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLUPGRADE:BecomeRealGLABarracks RTS ­˙š˙ž˙“˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBLUPGRADE:BecomeRealGLAArmsDealer RTS­˙š˙ž˙“˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL UPGRADE:BecomeRealGLASupplyStash RTS­˙š˙ž˙“˙ß˙Ź˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBL UPGRADE:BecomeRealGLABlackMarket RTS­˙š˙ž˙“˙ß˙˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ LBLUPGRADE:FusionReactors RTSš˙Š˙Œ˙–˙˙‘˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙ LBLUPGRADE:CamoNetting RTS ź˙ž˙’˙˙ß˙ą˙š˙‹˙‹˙–˙‘˙˜˙ LBLUPGRADE:FortifiedStructure RTSš˙˙˙‹˙–˙™˙–˙š˙›˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBLUPGRADE:BoobyTrap RTS ˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ LBLUPGRADE:AnthraxGamma RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙¸˙ž˙’˙’˙ž˙ LBLUPGRADE:WorkerShoes RTS ¨˙˙˙”˙š˙˙ß˙Ź˙—˙˙š˙Œ˙ LBLUPGRADE:ChemicalSuits RTSź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙Œ˙ LBLUPGRADE:AmericaCountermeasures RTSź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ LBL$UPGRADE:UpgradeChinaIsotopeStability RTSŮ˙ś˙Œ˙˙‹˙˙˙š˙ß˙Ź˙‹˙ž˙˙–˙“˙–˙‹˙†˙ LBL.CONTROLBAR:TooltipUpgradeChinaIsotopeStability RTSZŻ˙˙š˙‰˙š˙‘˙‹˙Œ˙ß˙’˙˙Œ˙‹˙ß˙œ˙˙“˙“˙ž˙‹˙š˙˙ž˙“˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙™˙˙˙’˙ß˙—˙ž˙˙’˙–˙‘˙˜˙ß˙™˙˙–˙š˙‘˙›˙“˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLOBJECT:SecretResearchLab RTSŹ˙š˙œ˙˙š˙‹˙ß˙­˙š˙Œ˙š˙ž˙˙œ˙—˙ß˙ł˙ž˙˙ LBLOBJECT:InternetCenter RTSś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:AircraftCarrier RTSž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ LBLOBJECT:TechArtilleryPlatform RTS;ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙˙’˙˙ž˙˙›˙ß˙“˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙›˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLOBJECT:NukeHunter RTS ą˙Š˙”˙š˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ LBLOBJECT:TechRepairPad RTSB­˙š˙˙ž˙–˙˙ß˙Ż˙ž˙›˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙ž˙“˙“˙˙ˆ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙˙š˙˙ž˙–˙˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLOBJECT:AirF_Aurora RTSš˙Š˙š˙“˙Ň˙ž˙–˙˙ß˙ž˙Š˙˙˙˙ž˙ß˙˝˙˙’˙˙š˙˙ LBLOBJECT:SupW_Aurora RTSž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ß˙˝˙˙’˙˙š˙˙ LBLOBJECT:BattleBus RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ LBL OBJECT:Helix RTSˇ˙š˙“˙–˙‡˙ LBLOBJECT:PropagandaTrooper RTSŻ˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙˙˙˙š˙˙ LBLOBJECT:HellfireDrone RTSˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:Avenger RTSž˙‰˙š˙‘˙˜˙š˙˙ LBLOBJECT:Microwave RTS˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ LBL OBJECT:MOAB RTS˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙˝˙˙’˙˙Œ˙ LBLOBJECT:NukeDrop RTS ą˙Š˙”˙š˙ß˙ť˙˙˙˙ LBLOBJECT:SuitcaseNuke RTS Ź˙Š˙–˙‹˙œ˙ž˙Œ˙š˙ß˙ą˙Š˙”˙š˙ LBLOBJECT:StructureEMPMine RTS ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙ LBLOBJECT:ECMTank RTSş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:Saboteur RTSŹ˙ž˙˙˙‹˙š˙Š˙˙ LBLOBJECT:TechRepairBay RTS@Ť˙š˙œ˙—˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙š˙˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ LBLOBJECT:TechReinforcementPad RTS;­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL OBJECT:Sniper RTSŹ˙‘˙–˙˙š˙˙ LBLOBJECT:FireBase RTS š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ LBLOBJECT:KingRaptor RTS ´˙–˙‘˙˜˙ß˙­˙ž˙˙‹˙˙˙ LBLOBJECT:CombatBike RTS ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ LBLOBJECT:SentryDrone RTS Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:TomahawkStorm RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBLOBJECT:ListeningOutpost RTSł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ LBLMap:LeipzigLowlands RTSł˙š˙–˙˙…˙–˙˜˙ß˙ł˙˙ˆ˙“˙ž˙‘˙›˙Œ˙ LBLMap:BombardmentBeach RTS˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙˝˙š˙ž˙œ˙—˙ LBLMap:BearTownBeatdown RTS˝˙š˙ž˙˙ß˙Ť˙˙ˆ˙‘˙ß˙˝˙š˙ž˙‹˙›˙˙ˆ˙‘˙ LBLMAP:RiverSnakes RTS ¨˙–˙‘˙›˙–˙‘˙˜˙ß˙­˙–˙‰˙š˙˙ LBLMAP:KillingFields RTS´˙–˙“˙“˙–˙‘˙˜˙ß˙š˙–˙š˙“˙›˙Œ˙ LBL MAP:ThinIce RTSŤ˙—˙–˙‘˙ß˙ś˙œ˙š˙ LBL MAP:ElScorcho RTS ş˙“˙ß˙Ź˙œ˙˙˙œ˙—˙˙ LBLMAP:GreenPastures RTS¸˙˙š˙š˙‘˙ß˙Ż˙ž˙Œ˙‹˙Š˙˙š˙Œ˙ LBLMAP:FreeFireZone RTSš˙˙š˙š˙ß˙š˙–˙˙š˙ß˙Ľ˙˙‘˙š˙ LBLMAP:DestructionStation RTSť˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLMAP:PolarStorm RTS Ż˙˙“˙ž˙˙ß˙Ź˙‹˙˙˙’˙ LBLMAP:BitterWinter RTS ˝˙–˙‹˙‹˙š˙˙ß˙¨˙–˙‘˙‹˙š˙˙ LBL MAP:CitySweep RTS ź˙–˙‹˙†˙ß˙Ź˙ˆ˙š˙š˙˙ LBLMAP:FrozenPlains RTS š˙˙˙…˙š˙‘˙ß˙Ż˙“˙ž˙–˙‘˙Œ˙ LBL MAP:RoadRage RTS ­˙˙ž˙›˙ß˙­˙ž˙˜˙š˙ LBLHELP:SentryDrone-01 RTS;ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:SentryDrone-02 RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙Š˙˙œ˙—˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙‘˙š˙ß˙˜˙Š˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLHELP:MicrowaveTank-01 RTS1ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙œ˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLHELP:MicrowaveTank-02 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙Ř˙Œ˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙Œ˙ß˙–˙‘˙•˙Š˙˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:Avenger-01 RTSdˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙“˙ž˙Œ˙š˙˙ß˙œ˙ž˙‘˙ß˙Ř˙˙ž˙–˙‘˙‹˙Ř˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ő˙ß˙š˙–˙˙–˙‘˙˜˙ß˙ž˙‹˙ß˙˙ž˙–˙‘˙‹˙š˙›˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙–˙‘˙™˙“˙–˙œ˙‹˙Œ˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBLHELP:Avenger-02 RTS@ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙Œ˙ß˙ž˙˙š˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙ž˙“˙Œ˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBLHELP:FireBase-01 RTSYˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙ž˙‘˙ß˙‹˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙ˆ˙–˙‹˙—˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ť˙š˙™˙š˙‘˙›˙š˙˙Œ˙ß˙ő˙ß˙‹˙˙ß˙˙˙˙‰˙–˙›˙š˙ß˙˙˙‹˙—˙ß˙ž˙–˙˙ß˙ž˙‘˙›˙ß˙˜˙˙˙Š˙‘˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ LBLHELP:SpectreGunship-01 RTSXˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙Ź˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ő˙ß˙‹˙—˙š˙‘˙ß˙’˙ž˙‘˙Š˙ž˙“˙“˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLHELP:LeafletDrop-01 RTS6ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL HELP:MOAB-01 RTSJˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙°˙ž˙˝˙Œ˙ß˙ž˙˙š˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ő˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙Š˙‘˙ß˙ž˙‘˙†˙ß˙Œ˙Š˙˙‰˙–˙‰˙˙˙Œ˙ LBLHELP:Countermeasures-01 RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙š˙‰˙ž˙›˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBLHELP:HellfireDrone-01 RTSeˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙†˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙ő˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙˙’˙˙˙š˙›˙ß˙™˙˙˙œ˙š˙Œ˙ LBLHELP:ChemicalSuit-01 RTS`ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙‹˙–˙“˙–˙…˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙™˙˙˙’˙ß˙›˙š˙ž˙›˙“˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ LBLHELP:BunkerBuster-01 RTSRˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙˝˙˙’˙˙š˙˙Ř˙Œ˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙œ˙ž˙‘˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLHELP:BunkerBuster-02 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙”˙–˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙™˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ LBLHELP:SupplyLines-01 RTS0ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙’˙˙˙˙‰˙š˙Œ˙ß˙–˙‘˙œ˙˙’˙š˙ LBLHELP:SupplyLines-02 RTSEˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ő˙ß˙‹˙—˙š˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙˙™˙ß˙ź˙—˙–˙‘˙˙˙”˙Œ˙ LBLHELP:ListeningOutpost-01 RTSLˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙ő˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:ListeningOutpost-02 RTS9ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙‰˙š˙˙†˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBL HELP:Helix-01 RTSVˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙ž˙ß˙ˇ˙š˙“˙–˙‡˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ß˙‹˙˙ß˙ő˙ß˙˙š˙˙ž˙–˙˙ß˙ž˙‘˙›˙ß˙—˙š˙ž˙“˙ß˙†˙˙Š˙˙ß˙‘˙š˙ž˙˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL HELP:Helix-02 RTSjˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ˇ˙š˙“˙–˙‡˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙›˙˙˙˙ß˙‘˙ž˙˙ž˙“˙’˙ß˙˙˙’˙˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙›˙˙˙˙˙š˙›˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙š˙‘˙š˙ž˙‹˙—˙ß˙‹˙—˙š˙ß˙ˇ˙š˙“˙–˙‡˙ LBL HELP:Helix-03 RTS\ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ž˙ß˙ˇ˙š˙“˙–˙‡˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Ó˙ß˙ő˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙Ó˙ß˙˙˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLHELP:ECMTank-01 RTSAˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙›˙–˙Œ˙˙Š˙˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙‘˙›˙ß˙˙˙œ˙”˙š˙‹˙ß˙™˙–˙˙š˙ LBLHELP:Frenzy-01 RTSYˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙š˙˙š˙‘˙…˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙ő˙ß˙™˙–˙˙š˙˙˙ˆ˙š˙˙ß˙ž˙‘˙›˙ß˙ž˙˙’˙˙˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:InternetCenter-01 RTSPˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙“˙ž˙œ˙š˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙’˙˙‘˙š˙†˙ß˙œ˙˙“˙“˙š˙œ˙‹˙–˙˙‘˙ß˙˙ž˙‹˙š˙ LBLHELP:InternetCenter-02 RTSHˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙ő˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙Î˙ß˙ž˙‘˙›˙ß˙Í˙ LBLHELP:SatelliteHack1-01 RTS:ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙Î˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙ LBLHELP:SatelliteHack2-01 RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙Í˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙ž˙“˙“˙ß˙‹˙—˙ž˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ LBLHELP:EMPMines-01 RTSSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙–˙‘˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙Ó˙ß˙ˆ˙—˙–˙œ˙—˙ß˙ˆ˙–˙“˙“˙ß˙ő˙ß˙›˙–˙Œ˙˙Š˙˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLHELP:NeutronShell-01 RTSoˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙ő˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙ž˙‘˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBLHELP:CombatCycle-01 RTS,ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙•˙Š˙’˙˙ß˙˙™˙™˙ß˙˙™˙ß˙œ˙“˙–˙™˙™˙Œ˙ LBLHELP:CombatCycle-02 RTSOˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙“˙ž˙œ˙š˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ť˙š˙™˙š˙‘˙›˙š˙˙ß˙˙‘˙ß˙ž˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ß˙‹˙˙ß˙ő˙ß˙ž˙“˙“˙˙ˆ˙ß˙–˙‹˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙˙˙œ˙”˙š˙‹˙Œ˙ LBLHELP:CombatCycle-03 RTSGˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙“˙ž˙œ˙š˙ß˙ž˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙˙‘˙ß˙ž˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ß˙‹˙˙ß˙ő˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙ž˙ß˙Ź˙Š˙–˙œ˙–˙›˙š˙ß˙˝˙–˙”˙š˙ LBLHELP:CombatCycle-04 RTS1ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙œ˙ž˙‘˙ß˙Œ˙‘˙–˙˙š˙ß˙™˙˙˙’˙ß˙ž˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ LBLHELP:CombatCycle-05 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙‹˙˙ž˙‰˙š˙“˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ LBLHELP:Saboteur-01 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙›˙–˙Œ˙˙Š˙˙‹˙Œ˙ß˙‹˙—˙š˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLHELP:Saboteur-02 RTS`ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ť˙–˙˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙–˙‘˙‹˙˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙‹˙˙ß˙˙š˙Œ˙š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ß˙‹˙–˙’˙š˙˙Œ˙ LBLHELP:FakeStructures-01 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙™˙˙˙“˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLHELP:SneakAttack-01 RTSSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙–˙‘˙Œ˙‹˙ž˙‘˙‹˙“˙†˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ő˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ LBLHELP:GPSScramble-01 RTSKˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙ß˙‹˙˙ß˙ő˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ß˙™˙˙–˙š˙‘˙›˙“˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:WorkerShoes-01 RTSZˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙Š˙˙œ˙—˙ž˙Œ˙š˙ß˙¨˙˙˙”˙š˙˙ß˙Ź˙—˙˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙Œ˙˙š˙š˙›˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙ő˙ß˙‹˙˙ž˙‰˙š˙“˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ LBLHELP:CamoNetting-01 RTSIˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙’˙˙Ň˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙Œ˙ß˙†˙˙Š˙˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ LBLHELP:FortifiedStructures-01 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙š˙˙˙‹˙–˙™˙–˙š˙›˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙—˙ž˙˙›˙š˙˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ LBLHELP:BoobyTrap-01 RTSdˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ˆ˙—˙š˙‘˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙–˙š˙Œ˙ß˙ő˙ß˙‹˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙˙˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBLHELP:KingRaptor-01 RTS9ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙´˙–˙‘˙˜˙ß˙­˙ž˙˙‹˙˙˙Œ˙ß˙œ˙ž˙˙˙†˙ß˙š˙‡˙‹˙˙ž˙ß˙ž˙’˙’˙˙ß˙ž˙‘˙›˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙ž˙˙’˙˙˙ LBLHELP:CombatChinooks-01 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙™˙ß˙ž˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙—˙–˙‘˙˙˙”˙ß˙œ˙ž˙‘˙ß˙™˙–˙˙š˙ß˙–˙‘˙ß˙™˙“˙–˙˜˙—˙‹˙ LBLHELP:AuroraAlpha-01 RTSQˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ß˙–˙Œ˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙ő˙ß˙˙Š˙‹˙ß˙›˙š˙‰˙ž˙Œ˙‹˙ž˙‹˙–˙‘˙˜˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLHELP:MicrowavePatriot-01 RTSTˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ş˙˛˙Ż˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Ř˙Œ˙ß˙­˙˙œ˙”˙š˙‹˙Œ˙ß˙ž˙˙š˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ő˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙˙‹˙—˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:AdvancedRods-01 RTSAˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙­˙˙›˙Œ˙ß˙˙˙˙‰˙–˙›˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙‘˙˙˙’˙ž˙“˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ LBLHELP:LaserTank-01 RTSdˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙š˙‡˙‹˙˙ž˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ł˙ž˙Œ˙š˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙’˙˙‰˙š˙ß˙˙˙ß˙™˙–˙˙š˙ß˙ˆ˙—˙š˙‘˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙“˙˙ˆ˙ LBLHELP:LaserDefenseTurret-01 RTS@ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Œ˙š˙˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙Ť˙Š˙˙˙š˙‹˙Œ˙ß˙ž˙˙š˙ß˙Œ˙‹˙˙˙‘˙˜˙ß˙˙Š˙‹˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙š˙‡˙‹˙˙ž˙ß˙˙˙ˆ˙š˙˙ LBLHELP:AssaultTroopTransport-01 RTS9ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙˙˙˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBLHELP:AttackOutpost-01 RTSSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙š˙‡˙‹˙˙ž˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙‘˙›˙ß˙ő˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:FortifiedBunkers-01 RTS^ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙š˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙œ˙˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ő˙ß˙Œ˙‹˙˙˙‘˙˜˙š˙˙ß˙ž˙˙’˙˙˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙š˙‡˙‹˙˙ž˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:Mini-Gunner-01 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙œ˙ž˙˙˙†˙ß˙ž˙ß˙˙š˙˙Œ˙˙‘˙ž˙“˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙¸˙Š˙‘˙ LBLHELP:InfantryBlackLotus-01 RTS6ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ LBLHELP:InfantryBlackLotus-02 RTS0ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙˙Š˙–˙“˙›˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:InfantryHacker-01 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ř˙Œ˙ß˙ˇ˙ž˙œ˙”˙š˙˙ß˙—˙ž˙œ˙”˙ß˙’˙˙‘˙š˙†˙ß˙™˙ž˙Œ˙‹˙š˙˙ LBLHELP:ChineseParadrop-01 RTS:ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙˙ž˙˙ž˙œ˙—˙Š˙‹˙š˙Œ˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ LBLHELP:EmperorTank-01 RTS[ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ş˙’˙˙š˙˙˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙Š˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙‹˙ž˙‘˙”˙Ó˙ß˙ő˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙˙‹˙—˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:EmperorTank-02 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ş˙’˙˙š˙˙˙˙ß˙Ť˙ž˙‘˙”˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLHELP:EmperorTank-03 RTS:ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ş˙’˙˙š˙˙˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙œ˙˙’˙š˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙Œ˙ LBLHELP:TankDrop-01 RTS;ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙ž˙˙ž˙œ˙—˙Š˙‹˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ LBLHELP:TacticalNuke-01 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙œ˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˛˙–˙¸˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙˙†˙ß˙Ť˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙”˙š˙Œ˙ LBLHELP:IsotopeStability-01 RTSjˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙Œ˙˙‹˙˙˙š˙ß˙Ź˙‹˙ž˙˙–˙“˙–˙‹˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙›˙Š˙œ˙š˙ß˙‹˙—˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙›˙˙‘˙š˙ß˙‹˙˙ß˙™˙˙–˙š˙‘˙›˙“˙†˙ß˙ő˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLHELP:AdvancedNuclearPower-01 RTSSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙‘˙˙˙’˙ž˙“˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ż˙“˙ž˙‘˙Œ˙ LBLHELP:ToxinRebels-01 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙Œ˙—˙˙˙‹˙ß˙ž˙ß˙Œ˙‹˙˙š˙ž˙’˙ß˙˙™˙ß˙—˙–˙˜˙—˙“˙†˙ß˙˙˙–˙Œ˙˙‘˙˙Š˙Œ˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBLHELP:ToxinRebels-02 RTS3ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ž˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBLHELP:ToxinRebels-03 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙‹˙˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLHELP:ToxinNetworks-01 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙™˙–˙˙š˙ß˙Œ˙‹˙˙š˙ž˙’˙Œ˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙œ˙ž˙‘˙‘˙˙‘˙Œ˙ LBLHELP:ToxinTerrorists-01 RTS4ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙–˙‘˙ß˙ž˙ß˙œ˙“˙˙Š˙›˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙ LBLHELP:ToxinTerrorists-02 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:AnthraxGamma-01 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙¸˙ž˙’˙’˙ž˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙™˙ß˙ž˙“˙“˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBLHELP:AnthraxGamma-02 RTS;ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙¸˙ž˙’˙’˙ž˙ß˙–˙Œ˙ß˙š˙‰˙š˙‘˙ß˙’˙˙˙š˙ß˙˙˙‹˙š˙‘˙‹˙ß˙‹˙—˙ž˙‘˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙š˙‹˙ž˙ LBLHELP:AdvancedTrap-01 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ť˙˙ž˙˙Œ˙ß˙ž˙˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙‹˙—˙ž˙‘˙ß˙‘˙˙˙’˙ž˙“˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBLHELP:Demolitions-01 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˜˙–˙‰˙š˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ LBL$GENERIC:MissionObjectiveCompleted-01 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL$GENERIC:MissionObjectiveCompleted-02 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL$GENERIC:MissionObjectiveCompleted-03 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ě˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL$GENERIC:MissionObjectiveCompleted-04 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ë˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL$GENERIC:MissionObjectiveCompleted-05 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ę˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL LOSE:AllUnits RTSiś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLLOSE:AllBuildings RTSmś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLLOSE:AllUnitsAndBuildings RTSwś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLHELP:OilRefinery-01 RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙–˙š˙Œ˙ß˙‹˙˙ß˙˙š˙›˙Š˙œ˙š˙ß˙‹˙—˙š˙ß˙œ˙˙Œ˙‹˙ß˙˙™˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLHELP:ReinforcementPad-01 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙Œ˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙‹˙ž˙‘˙”˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBLHELP:OilDerrick-01 RTS0ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙š˙‡˙‹˙˙ž˙ß˙’˙˙‘˙š˙†˙ LBLHELP:RepairBay-01 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙Œ˙ß˙‹˙˙ß˙˙š˙˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ LBLHELP:ArtilleryPlatform-01 RTS:ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙”˙š˙†˙ß˙˙š˙˜˙–˙˙‘˙Œ˙ LBLMAP:MD_USA01Objective1 RTSL˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙›˙š˙˙˙‹˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD_USA01Objective1a RTSO˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙›˙š˙˙˙‹˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL!MAP:MD_USA01ObjectiveAccomplished RTS˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ž˙ź˙ź˙°˙˛˙Ż˙ł˙ś˙Ź˙ˇ˙ş˙ť˙ LBL"MAP:MD_USA01ObjectiveAccomplisheda RTS!˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBLMAP:MD_USA01Objective2 RTS7ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙œ˙ž˙˙Œ˙ LBLMAP:MD_USA01Objective2a RTS7ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙œ˙ž˙˙Œ˙ LBLMAP:MD_USA01Objective3 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD_USA01Objective3a RTS,˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD_USA01Hint1 RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBLMAP:MD_USA01Hint1a RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBLMAP:MD_USA01Hint2 RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙‹˙˙ß˙˙ž˙›˙–˙˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙Ň˙Î˙Ď˙Œ˙ LBLMAP:MD_USA01Hint2a RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙‹˙˙ß˙˙ž˙›˙–˙˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙Ň˙Î˙Ď˙Œ˙ LBLOBJECT:TrainDepot RTS Ť˙˙ž˙–˙‘˙ß˙ť˙š˙˙˙‹˙ LBLOBJECT:TrainLoading RTS˝˙˙ž˙˙›˙–˙‘˙˜˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ LBLMAP:MD_USA01Title RTSF˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙Ó˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙¸˙“˙˙˙ž˙“˙ß˙Ź˙š˙œ˙Š˙˙–˙‹˙†˙Ř˙ LBLMAP:MD_USA01CINELocation02 RTS!Ş˙Ń˙Ź˙Ń˙ß˙ą˙ž˙‰˙ž˙“˙ß˙˝˙ž˙Œ˙š˙ß˙ő˙ß˙ą˙˙˙‹˙—˙š˙˙‘˙ß˙ş˙Š˙˙˙˙š˙ LBLMAP:Intro_Breifing_01 RTS6Ş˙Ń˙Ź˙Ń˙ß˙­˙š˙œ˙˙‘˙ß˙˝˙ž˙Œ˙š˙ß˙˙Š˙‹˙Œ˙–˙›˙š˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ő˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ LBLMAP:MD_USA01CINELocation01 RTS7Ź˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙–˙‘˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙ş˙‘˙ß˙˙˙Š˙‹˙š˙ß˙‹˙˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ LBLMAP:USAX02MissionINtro RTS°˙™˙™˙ß˙‹˙—˙š˙ß˙œ˙˙ž˙Œ˙‹˙ß˙˙™˙ß˙Ź˙˙’˙ž˙“˙–˙ž˙ LBLMAP:USAX02MissionStart RTS,˝˙š˙˙˙š˙˙ž˙Ó˙ß˙Ź˙˙’˙ž˙“˙–˙ž˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ˇ˙š˙“˙˙–˙‘˙˜˙ß˙ˇ˙ž˙‘˙›˙Ř˙ LBLMAP:USAX02NavyHint RTSCś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ą˙ž˙‰˙ž˙“˙ß˙™˙“˙š˙š˙‹˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ LBLMAP:USAX02ConvoyHint RTSMś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙˙‘˙‰˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙–˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙Î˙Ď˙ß˙Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02ConvoyArrived RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBLMAP:USAX02objectives3a RTS(˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙Œ˙š˙ LBLMAP:USAX02Objectives1 RTSR˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ß˙Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙¨˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBLMAP:USAX02Objectives2 RTSa˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ő˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBLMAP:USAX02Objectives3 RTSI˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙š˙–˙‘˙›˙ß˙ž˙‘˙›˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙ LBLMAP:USAX02Ships RTS]ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙Ź˙Š˙˙˙˙˙‹˙Ĺ˙ß˙ő˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ó˙ß˙ź˙Š˙ą˙Ň˙Ç˙Ç˙ß˙ť˙ž˙š˙›˙ž˙“˙Š˙Œ˙ß˙ő˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙ş˙Œ˙œ˙˙˙‹˙ß˙¸˙˙˙Š˙˙Ó˙ß˙ť˙˙š˙ž˙›˙‘˙˙Š˙˜˙—˙‹˙ LBLMAP:USAX02Truck1Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Î˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck2Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Í˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck3Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ě˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck4Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ë˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck5Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ę˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck6Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙É˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck7Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Č˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck8Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ç˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck9Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ć˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck10Arrived RTSQŹ˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙ő˙ß˙Ť˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙–˙Œ˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙›˙š˙˙ž˙˙‹˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBLMAP:USAX02ConvoyToWarehouse RTS"ş˙Œ˙œ˙˙˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBLMAP:USAX02Dozer RTS=ž˙ß˙›˙˙…˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ß˙ő˙ß˙ź˙˙’˙’˙š˙‘˙œ˙š˙ß˙˙ž˙Œ˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBLMAP:USAX02Dozerb RTSž˙ß˙ť˙˙…˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Dozer2 RTS$ž˙ß˙‘˙š˙ˆ˙ß˙›˙˙…˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ LBLMAP:USA03xMapName RTS ł˙ž˙Œ˙‹˙ß˙ź˙ž˙“˙“˙ LBLMAP:USA03xOpen RTS.˛˙˙Š˙‘˙‹˙ß˙ş˙“˙˙˙Š˙Œ˙Ó˙ß˙¸˙š˙˙˙˜˙–˙ž˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ź˙‘˙˙ˆ˙ß˙š˙ž˙“˙“˙Ř˙ LBLMAP:USA03xOpenAlt RTS-˛˙˙Š˙‘˙‹˙ß˙ş˙“˙˙˙Š˙Œ˙Ó˙ß˙­˙Š˙Œ˙Œ˙–˙ž˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ź˙‘˙˙ˆ˙ß˙š˙ž˙“˙“˙Ř˙ LBLMAP:USA03xObjective02 RTS_˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ő˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ LBLMAP:USA03xObjective03 RTS;˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙ LBLMAP:USA03xObjectiveCompleted RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBLMAP:USA03xTownHallHint RTS<ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ź˙š˙ž˙˙œ˙—˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙™˙˙˙ß˙˛˙ś˙ž˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBLMAP:USA03xToxinNetworksWarning RTS9¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙Ť˙˙‡˙–˙‘˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ LBLMAP:USA03xPOWCamp02Hint RTS]ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙œ˙ž˙’˙˙ß˙ő˙ß˙‹˙˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙ß˙—˙š˙“˙›˙ß˙—˙š˙˙š˙ LBLMAP:USA03xBurtonWarning RTSL¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙Œ˙ß˙Œ˙š˙‰˙š˙˙š˙“˙†˙ß˙ˆ˙˙Š˙‘˙›˙š˙›˙ß˙ő˙ß˙ˇ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBLMAP:USA03xChemWarning02 RTSo¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙’˙˙›˙–˙™˙–˙š˙›˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙ž˙‘˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙˜˙š˙‹˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙ LBLMAP:USA03xLoseReason01 RTSdś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙”˙–˙“˙“˙š˙›˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLMAP:MD-USA04_LOCALE RTS2ž˙’˙–˙Œ˙˙ž˙›˙ß˙°˙–˙“˙ß˙š˙–˙š˙“˙›˙Œ˙Ó˙ß˙ś˙˙ž˙‘˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙˝˙“˙ž˙œ˙”˙ß˙¸˙˙“˙›˙Ř˙ LBLMAP:MD-USA04_Start02 RTS4ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:MD-USA04_Objective01 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL!MAP:MD-USA04_Objective02_Reminder RTSWś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙­˙ž˙›˙–˙˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ LBLMAP:MD-USA04_Hint01 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD-USA04_Hint04 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙š˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙Ě˙ß˙ź˙ś˙ž˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙Œ˙ß˙‹˙˙ß˙Œ˙˙“˙–˙œ˙–˙‹˙ß˙‹˙—˙š˙–˙˙ß˙—˙š˙“˙˙ LBLMAP:MD-USA04_Hint05 RTSHś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙’˙˙‘˙š˙†˙ LBLMAP:MD-USA04_Hint06 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙‰˙š˙ž˙“˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙Œ˙ LBLMAP:MD-USA04_Hint07 RTS%ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ť˙˙…˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙’˙˙‰˙š˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙Œ˙ LBLMAP:MD-USA04_Reonforcements RTS4ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:MD_USA06Open RTS-ž˙“˙ß˙ˇ˙ž˙˙ž˙›˙Ó˙ß˙Ź˙†˙˙–˙ž˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ş˙ž˙˜˙“˙š˙Ř˙Œ˙ß˙Ź˙‹˙˙–˙”˙š˙Ř˙ LBLMAP:MD-USA06Objective01 RTSI˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBLMAP:MD-USA06Objective02 RTS9ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙˙š˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙•˙˙–˙‘˙š˙›˙ß˙†˙˙Š˙ LBLMAP:MD-USA06Objective03 RTSQś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBLMAP:MD-USA06Objective04 RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙Ě˙ß˙˙™˙ß˙Ë˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBLMAP:MD-USA06Objective05 RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙Ë˙ß˙˙™˙ß˙Ë˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBLMAP:MD-USA06Objective06 RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙Î˙ß˙˙™˙ß˙Ë˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBLMAP:MD-USA06Objective07 RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙Í˙ß˙˙™˙ß˙Ë˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBLMAP:MD-USA06Objective14 RTS[ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙Š˙‹˙Œ˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙ LBLMAP:MD-USA06Objective15 RTSJ¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙Š˙‹˙–˙“˙–˙…˙–˙‘˙˜˙ß˙’˙˙˙š˙ß˙˙˙‹˙š˙‘˙‹˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLMAP:MD-USA06Objective16 RTSiś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Œ˙–˙˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙Š˙Œ˙ß˙”˙‘˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ LBLMAP:MD-USA06CivilianMessage01 RTSBś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙­˙š˙˙š˙“˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙’˙ž˙†˙ß˙ž˙–˙›˙ß˙˙Š˙˙ß˙š˙™˙™˙˙˙‹˙ LBLMAP:MD-USA06Hint01 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBLMAP:MD-USA06Hint02 RTSD¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD-USA06Hint03 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ß˙ž˙˙š˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLMAP:MD-USA06Warning01 RTS-¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙œ˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙˜˙Š˙‘˙ LBLMAP:MD-USA06Warning02 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning03 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ë˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning04 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ě˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning05 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Í˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning06 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙ß˙’˙–˙‘˙Š˙‹˙š˙ LBLMAP:MD-USA06Warning07 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ě˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ LBLMAP:MD-USA06Warning08 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ LBLMAP:MD-USA06Warning09 RTS3¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ę˙Ń˙Ń˙Ń˙ß˙Ë˙Ń˙Ń˙Ń˙ß˙Ě˙Ń˙Ń˙Ń˙ß˙Í˙Ń˙Ń˙Ń˙ß˙Î˙Ń˙Ń˙Ń˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLMAP:MD-USA06Failure01 RTS4¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ś˙’˙˙ž˙œ˙‹˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙–˙“˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLMAP:MD-USA06Imperative01 RTSA¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙–˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ LBLSCRIPT:MD-USA06MissileTimer RTSŤ˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙ś˙‘˙Ĺ˙ LBLMAP:MD-USA06Warning10 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning11 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Intro1 RTS0ş˙ž˙˙‹˙—˙ß˙°˙˙˙–˙‹˙Ĺ˙ß˙ő˙ß˙Ş˙Ź˙ž˙ß˙Ź˙˙†˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ź˙˙›˙š˙‘˙ž˙’˙š˙Ĺ˙Ż˙˙ˆ˙š˙˙Œ˙ LBLMAP:MD-USA06Intro2 RTS+ť˙ž˙‹˙ž˙ß˙Ş˙˙“˙–˙‘˙”˙Ĺ˙ß˙ő˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ř˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBLMAP:MD-USA06Warning15 RTSˆś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙—˙ž˙Œ˙ß˙ő˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙˙ß˙˙š˙˙š˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙‘˙›˙ß˙ő˙ß˙—˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBLMAP:MD-USA06Warning16 RTSoś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙Œ˙—˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ő˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙†˙ß˙˜˙–˙‰˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD_GLA01Objective6 RTSDˇ˙ś˙ą˙Ť˙Ĺ˙ß˙Ş˙Œ˙š˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙ß˙™˙˙˙’˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙›˙–˙˙š˙œ˙‹˙–˙˙‘˙ LBLMAP:MD_GLA01Message01 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙Ş˙Ź˙ž˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLMAP:MD_GLA01Message02 RTS!¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBLMAP:MD_GLA01Message03 RTS<ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙¸˙ł˙ž˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙†˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙˙‘˙‹˙˙ß˙Œ˙ž˙“˙‰˙ž˙˜˙š˙ß˙œ˙˙ž˙‹˙š˙Œ˙ LBLOBJECT:GLALeader RTS ¸˙ł˙ž˙ß˙ł˙š˙ž˙›˙š˙˙ LBLMAP:Intro_Title RTSž˙“˙ß˙Ź˙ž˙™˙–˙˙Ó˙ß˙Ź˙†˙˙–˙ž˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙ş˙‡˙˙›˙Š˙Œ˙Ř˙ LBLMAP:Intro_Title2 RTS!ˇ˙ž˙“˙–˙˙Ó˙ß˙Ź˙Š˙›˙ž˙‘˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙¸˙˙š˙ž˙‹˙ß˙ş˙Œ˙œ˙ž˙˙š˙Ř˙ LBL MAP:Intro_Loc RTS°˙Š˙‹˙Œ˙–˙›˙š˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ń˙Ń˙Ń˙ LBLMAP:Intro_MO_1 RTS3˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙š˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:Intro_MO_2 RTSC˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙Œ˙ž˙™˙š˙“˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Œ˙‹˙˙–˙˙ LBLMAP:Intro_MO_2b RTSNś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙˝˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙“˙š˙ž˙›˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Œ˙‹˙˙–˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBLMAP:Intro_MO_1a RTSL˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙Œ˙œ˙˙˙‹˙ß˙¸˙ł˙ž˙ß˙“˙š˙ž˙›˙š˙˙ß˙‹˙˙ß˙ž˙–˙˙Œ˙‹˙˙–˙˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙“˙š˙ž˙›˙š˙˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ LBLMAP:Intro_MO_2a RTSLś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙‘˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙Ń˙ß˙­˙š˙œ˙“˙ž˙–˙’˙ß˙–˙‹˙ LBL MDGLA02:TITLE RTS-Ź˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙‘˙š˙ž˙˙ß˙ź˙ž˙–˙˙˙Ó˙ß˙ş˙˜˙†˙˙‹˙ß˙ő˙ß˙Ř˙ˇ˙–˙›˙›˙š˙‘˙ß˙ž˙˜˙š˙‘˙›˙ž˙Ř˙ LBL MDGLA02:Hint1 RTS1¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ LBL MDGLA02:Hint2 RTSQˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙Ó˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙ő˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL MDGLA02:Hint3 RTS.ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙˙˙š˙ß˙Ź˙Š˙˙˙“˙–˙š˙Œ˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBL MDGLA02:OBJ1 RTS@ő˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ LBL MDGLA02:OBJ2 RTSEő˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBLMDGLA02:Expansion_2 RTS@ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙‹˙š˙‘˙‹˙–˙ž˙“˙ß˙š˙‡˙˙ž˙‘˙Œ˙–˙˙‘˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBLMDGLA02:Oil_Well RTS3ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˙–˙“˙ß˙ˆ˙š˙“˙“˙Œ˙ß˙‹˙˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙Œ˙‹˙š˙ž˙›˙†˙ß˙–˙‘˙œ˙˙’˙š˙ LBLMDGLA02:Bridge RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙–˙‹˙ß˙š˙ž˙Œ˙–˙š˙˙ß˙‹˙˙ß˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙˙˙–˙›˙˜˙š˙ LBLMDGLA02:Damage_warn RTS3ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLMDGLA02:Capture_CC_scram RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙¸˙Ż˙Ź˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBLMDGLA02:Scram_captured RTS\ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙˙˙‹˙ž˙–˙‘˙š˙›˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙–˙‹˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙œ˙“˙˙ž˙”˙ß˙‹˙—˙š˙’˙ LBLMDGLA02:Capture_CC_sneak RTS@ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBLMDGLA02:Sneak_captured RTSoś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙˙˙‹˙ž˙–˙‘˙š˙›˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ LBL MDGLA02:Final RTSG˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ě˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙’˙ž˙–˙‘˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLMDGLA03:Title-01 RTS<Ş˙Ź˙ž˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙ß˙š˙“˙š˙š˙‹˙Ó˙ß˙˛˙ž˙‹˙ž˙“˙ž˙Ó˙ß˙ź˙˙š˙‹˙š˙ß˙ő˙ß˙Ř˙°˙‘˙ß˙‹˙—˙š˙ß˙¨˙ž˙‹˙š˙˙™˙˙˙‘˙‹˙Ř˙ LBLMDGLA03:InfoMissionObjective01 RTSC˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ LBL,MDGLA03:Info-MissionObjectiveAccomplished-01 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL MDGLA03:Info-MissionObjective-02 RTS4˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBL,MDGLA03:Info-MissionObjectiveAccomplished-02 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL MDGLA03:Info-MissionObjective-03 RTSD˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ě˙Ĺ˙ß˙ő˙ß˙ł˙˙œ˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙š˙ž˙Œ˙‹˙ LBL!MDGLA03:Info-GotParticleCannon-01 RTSeˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙Œ˙˙’˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ß˙ő˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBLMDGLA03:Info-SneakAttack-01 RTSUś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙˙‘˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙Œ˙“˙ž˙‘˙›˙Œ˙ LBLMDGLA03:Info-GotPowerPlants-01 RTScś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙‘˙“˙–˙‘˙š˙ß˙ő˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙™˙š˙‘˙›˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙˙Š˙˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBLMDGLA03:Info-Goodies-01 RTS;ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ş˙‡˙˙“˙˙˙š˙ß˙–˙Œ˙“˙ž˙‘˙›˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙Œ˙ž˙“˙‰˙ž˙˜˙š˙ß˙œ˙˙ž˙‹˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL#MDGLA03:Lose-NoUnitsOrStructures-01 RTSyś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBL'MDGLA03:Lose-ParticleCannonDestroyed-01 RTSś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBL$MDGLA03:Lose-PowerPlantsDestroyed-01 RTSqś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBL!MDGLA03:Help-UseParticleCannon-01 RTSV¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙“˙˙˙”˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙’˙–˙˜˙—˙‹˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙˙š˙‘˙š˙‹˙˙ž˙‹˙š˙ LBLMDGLA03:Help-A10Warning-01 RTS'¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙Î˙Ď˙Œ˙ß˙ž˙˙š˙ß˙š˙‘˙ß˙˙˙Š˙‹˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙ LBLMDGLA03:Help-LeaveISLAND-01 RTSQˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙˙ß˙˙Š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ő˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙ß˙ž˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBLMDGLA03:Help-LeaveISLAND-02 RTS[ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Œ˙œ˙˙Š˙‹˙ß˙˙Š˙‹˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙‘˙ß˙ž˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙Œ˙“˙ž˙‘˙›˙Ó˙ß˙ő˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙˙Š˙˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙˙š˙ LBL'MDGLA03:Info-DisabledSupplyDropZones-01 RTSuś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙Š˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‘˙š˙ˆ˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL!MDGLA03:Help-FoundSupplyPlanes-01 RTSVś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙Œ˙ß˙‹˙˙ß˙œ˙˙–˙˙˙“˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ LBLMDGLA03:Help-FewPowerPlants-02 RTSt¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙˙‘˙š˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL'MDGLA03:Help-AttackingParticleCannon-01 RTSiś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙˙–˙š˙˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙–˙‹˙ß˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL"MDGLA03:Help-FindParticleCannon-01 RTS#ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLMDGLA03:Help-LostIsland-01 RTSYˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙˙Š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙‹˙—˙ž˙‹˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBLMDGLA03:Help-ArmsDealer-01 RTSQś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ł˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBLMDGLA03:Help-JarmenKell-01 RTSjˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ř˙Œ˙ß˙Œ˙‘˙–˙˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙œ˙ž˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ő˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBLMAP:MD_GLA03_CINELocation01 RTS Ş˙Ź˙Ź˙ß˙­˙š˙ž˙˜˙ž˙‘˙ LBLMAP:MD_GLA04Objective1 RTS8˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Î˙Ĺ˙ß˙Ť˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙™˙š˙˙˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙š˙ž˙œ˙—˙ LBLMAP:MD_GLA04Objective2 RTS/˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Í˙Ĺ˙ß˙°˙˙‹˙ž˙–˙‘˙ß˙ž˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙ LBLMAP:MD_GLA04Objective3 RTS7˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Í˙Ĺ˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙ß˙Š˙ž˙“˙‰˙š˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLMAP:MD_GLA04Objective4 RTS1˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Î˙Ĺ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ LBLMAP:MD_GLA04Objective5 RTS5˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Í˙Ĺ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBLMAP:MD_GLA04Objective6 RTS/˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLMAP:MD_GLA04Objective7 RTS8˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙–˙˙˙˙˙‹˙ LBLSCRIPT:MD_GLA04Toxin_Counter RTSŤ˙˙‡˙–˙‘˙Œ˙ß˙­˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙Ĺ˙ LBLMAP:MD_GLA04Title RTSH¨˙š˙Œ˙‹˙š˙˙‘˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙ž˙Œ˙‹˙ž˙“˙ß˙Ť˙˙‡˙–˙œ˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙ő˙ß˙Ř˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙š˙˙˙‹˙†˙ß˙Ť˙—˙–˙š˙‰˙š˙Œ˙Ř˙ LBL"MD_GLA05-MilitaryBriefing:String_2 RTSI˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Ş˙Ź˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBL"MD_GLA05-MilitaryBriefing:String_3 RTS|ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ž˙‘˙›˙ß˙˙˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙ß˙—˙š˙˙š˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙ˆ˙–˙“˙“˙ß˙ž˙ˆ˙ž˙”˙š˙‘˙ß˙‹˙˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ LBL"MD_GLA05-MilitaryBriefing:String_4 RTSMˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙ő˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙Š˙Œ˙ LBL"MD_GLA05-MilitaryBriefing:String_5 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙‹˙˙ß˙ő˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙œ˙ž˙˙‹˙˙˙Œ˙ LBL"MD_GLA05-MilitaryBriefing:String_6 RTSKś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙Š˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ LBL"MD_GLA05-MilitaryBriefing:String_7 RTS…ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Œ˙œ˙Š˙š˙›˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙‹˙Š˙˙‘˙š˙›˙ß˙‹˙—˙š˙’˙ß˙—˙˙’˙š˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙ˆ˙–˙“˙“˙ß˙ž˙œ˙‹˙–˙‰˙ž˙‹˙š˙ß˙ž˙‘˙›˙ß˙˙š˙˜˙–˙‘˙ß˙‹˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ LBL"MD_GLA05-MilitaryBriefing:String_8 RTSJˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙Ş˙Ź˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙˙ž˙Œ˙š˙ß˙—˙š˙˙š˙ LBL"MD_GLA05-MilitaryBriefing:String_9 RTS/¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙–˙’˙š˙ß˙–˙Œ˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙Š˙‹˙Ń˙ß˙­˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_10 RTS`¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙ő˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙˙š˙œ˙˙’˙š˙ß˙‹˙˙˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ LBL#MD_GLA05-MilitaryBriefing:String_11 RTSdś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙›˙š˙ž˙‹˙—˙Œ˙ß˙˜˙˙ß˙Š˙‘˙˙Š˙‘˙–˙Œ˙—˙š˙›˙ LBL#MD_GLA05-MilitaryBriefing:String_12 RTSBś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ń˙ß˙Š˙–˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙˙Š˙˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_13 RTSuś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙—˙˙“˙›˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙œ˙ž˙˙‹˙–˙‰˙š˙ß˙ő˙ß˙š˙˙š˙š˙ß˙‹˙—˙š˙’˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙Š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ LBL#MD_GLA05-MilitaryBriefing:String_14 RTStś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ś˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙˙˙˙‹˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙’˙˙‰˙š˙›˙ß˙Œ˙˙˙‘˙ß˙ő˙ß˙ś˙‘˙™˙–˙“˙‹˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙ LBL#MD_GLA05-MilitaryBriefing:String_15 RTS3ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙­˙ž˙›˙ž˙˙ LBL#MD_GLA05-MilitaryBriefing:String_16 RTSZś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙™˙˙˙’˙ß˙Ş˙Ź˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL#MD_GLA05-MilitaryBriefing:String_17 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_18 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL#MD_GLA05-MilitaryBriefing:String_19 RTS3¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ž˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙Ń˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙’˙ LBL#MD_GLA05-MilitaryBriefing:String_20 RTShś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙ß˙˙š˙š˙‘˙ß˙”˙–˙“˙“˙š˙›˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙•˙˙–˙‘˙Œ˙ß˙Š˙Œ˙ß˙‹˙˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙‹˙—˙š˙–˙˙ß˙›˙š˙ž˙‹˙—˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_21 RTS|ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙Œ˙˙˙š˙ž˙›˙ß˙˙Š˙‹˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ő˙ß˙­˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙ß˙˙Š˙˙Œ˙š˙“˙‰˙š˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_22 RTSPˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙–˙‰˙š˙ß˙ő˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙š˙ß˙–˙‹˙ LBL#MD_GLA05-MilitaryBriefing:String_23 RTSpś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙’˙ž˙“˙“˙ß˙˙ž˙Œ˙š˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙˙œ˙Š˙Œ˙ß˙˙‘˙ß˙ő˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_24 RTSoő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˙“˙ž˙‘˙Ń˙Ń˙Ń˙ß˙ő˙ß˙¨˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙’˙˙‰˙š˙ß˙–˙‘˙ß˙ž˙‘˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˝˙ž˙Œ˙š˙ß˙ő˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙˙–˙‰˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙Š˙‹˙ß˙˙™˙ß˙ş˙Š˙˙˙˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_25 RTS0Ť˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙ž˙“˙“˙ LBL#MD_GLA05-MilitaryBriefing:String_26 RTSeś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙š˙˙‘˙ß˙Ş˙Ź˙ß˙Ź˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_27 RTShś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ő˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙ß˙˙š˙˙Š˙“˙Œ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙™˙˙š˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_28 RTSqś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙ß˙˙š˙™˙˙˙š˙ß˙ő˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙‹˙˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBL#MD_GLA05-MilitaryBriefing:String_29 RTSI˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Ş˙Ź˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBL#MD_GLA05-MilitaryBriefing:String_30 RTSAŞ˙Ź˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙Ó˙ß˙Ź˙‹˙Š˙‹˙‹˙˜˙ž˙˙‹˙Ň˙Š˙ž˙–˙—˙–˙‘˙˜˙š˙‘˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ř˙ LBL#MD_GLA05-MilitaryBriefing:String_31 RTSAŞ˙Ź˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙Ó˙ß˙Ź˙‹˙Š˙‹˙‹˙˜˙ž˙˙‹˙Ň˙Š˙ž˙–˙—˙–˙‘˙˜˙š˙‘˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ř˙ LBL#MD_GLA05-MilitaryBriefing:String_32 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙­˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙‹˙—˙š˙‘˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_33 RTS+ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙š˙–˙‘˙–˙Œ˙—˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_34 RTSnˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙”˙š˙†˙ß˙ž˙˙š˙ž˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_35 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙š˙ß˙ź˙ž˙Œ˙—˙ß˙˝˙˙Š˙‘˙‹˙†˙ß˙ő˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙–˙‘˙œ˙˙’˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_36 RTSNˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙ő˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_37 RTSsś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙’˙˙‰˙š˙›˙ß˙ž˙ˆ˙ž˙†˙ß˙ő˙ß˙ť˙š˙Œ˙˙–˙‹˙š˙ß˙˙Š˙˙ß˙™˙ž˙–˙“˙Š˙˙š˙Ó˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙˙“˙š˙›˙˜˙š˙Œ˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBL#MD_GLA05-MilitaryBriefing:String_38 RTSAŞ˙Ź˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙Ó˙ß˙Ź˙‹˙Š˙‹˙‹˙˜˙ž˙˙‹˙Ň˙Š˙ž˙–˙—˙–˙‘˙˜˙š˙‘˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ř˙ LBLSCRIPT:POWCOUNTDOWN RTSŻ˙°˙¨˙Œ˙ß˙Ť˙˙ž˙‘˙Œ˙™˙š˙˙ß˙ś˙‘˙Ĺ˙ LBLMAP:CHI01xMapName RTSŤ˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ş˙‘˙“˙š˙ž˙Œ˙—˙š˙›˙ LBLMAP:CHI01xOpen RTS5Ź˙‹˙Š˙‹˙‹˙˜˙ž˙˙‹˙Ň˙Š˙ž˙–˙—˙–˙‘˙˜˙š˙‘˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ş˙‘˙“˙š˙ž˙Œ˙—˙š˙›˙Ř˙ LBLMAP:CHI01xOpenAlt RTS;­˙š˙’˙ž˙–˙‘˙Œ˙ß˙˙™˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ş˙‘˙“˙š˙ž˙Œ˙—˙š˙›˙ LBLMAP:CHI01xObjective01 RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ LBLMAP:CHI01xObjective01Alt RTS@˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ LBLMAP:CHI01xTechBldgHint RTS6ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLMAP:CHI01xOilDerrickHint RTS0ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙š˙‡˙‹˙˙ž˙ß˙’˙˙‘˙š˙†˙ LBLMAP:CHI01xOilRefineryHint RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙–˙š˙Œ˙ß˙‹˙˙ß˙˙š˙›˙Š˙œ˙š˙ß˙œ˙˙Œ˙‹˙ß˙˙™˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:CHI01xGarrisonHint RTSeˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ž˙‘˙›˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙–˙˙ß˙™˙–˙˙š˙˙˙ˆ˙š˙˙ß˙ž˙‘˙›˙ß˙˙ž˙‘˙˜˙š˙ LBLMAP:CHI01xGarrisonClrHint01 RTSuˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙Œ˙‹˙ž˙‘˙‹˙“˙†˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙–˙‹˙ß˙ž˙˙˙˙˙ž˙œ˙—˙ß˙†˙˙Š˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLMAP:CHI01xGarrisonClrHint02 RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLMAP:CHI01xPerimeterWarn01 RTS,¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:CHI01xPerimeterWarn02 RTS4¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:CHI02xMapName RTSť˙š˙™˙š˙‘˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙–˙˙š˙ LBLMAP:CHI02xOpen RTS9¨˙š˙ž˙˙˙‘˙Œ˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ő˙ß˙Ř˙ť˙š˙™˙š˙‘˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙–˙˙š˙Ř˙ LBLSCRIPT:CHI02xReinforcementTimer RTS­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ž˙˙˙–˙‰˙š˙ß˙ś˙‘˙Ĺ˙ LBLMAP:CHI02xObjective01 RTSg˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙­˙š˙ž˙œ˙‹˙˙˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:CHI02xObjective02 RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ LBLMAP:CHI02xObjective02Alt RTS@˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ LBLMAP:CHI02xReactorKIAWarn RTS4ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLMAP:CHI02xReactorCaptureWarn RTSN¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙ő˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ß˙ž˙‘˙›˙ß˙˙˙‹˙—˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBLMAP:CHI02xBunkerKIAWarn RTS4ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ LBLMAP:CHI02xBadPlayerReactorWarn RTSRś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙–˙‹˙ß˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:CHI02xBadPlayerBunkerWarn RTSUś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙š˙Œ˙š˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:CHI02xSpyPostHint01 RTS6ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙˙†˙ß˙˙˙Œ˙‹˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙Œ˙ LBLMAP:CHI02xPerimeterWarn RTS/¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ş˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLMAP:CHI02xPerimeterEasyWarn RTS/¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ş˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLMAP:CHI02xNeutronHint01 RTSfˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙˙™˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙ő˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙‘˙›˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:CHI02xNeutronHint02 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙ž˙‘˙†˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBLMAP:CHI02xEMPMineHint01 RTSnˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙‘˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙œ˙ž˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙‹˙—˙š˙’˙ LBLMAP:CHI02xCarpetBombReminder RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ LBLMAP:CHI02xInfo1 RTSAś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:CHI02xInfo2 RTS@ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLSCRIPT:CHI02timer RTS­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ž˙˙˙–˙‰˙š˙ß˙ś˙‘˙Ĺ˙ LBLMAP:MD_CHI03-Event-AngryMob-01 RTS7ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙–˙Œ˙š˙ß˙Š˙˙ß˙‹˙˙ß˙Œ˙š˙˙‰˙š˙ß˙Š˙Œ˙ LBLMAP:MD_CHI03-Help-IOLow-01 RTS]ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙˙š˙œ˙˙’˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙’˙˙˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ LBLMAP:MD_CHI03-Help-IOVeryLow-01 RTSnś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙‰˙š˙˙†˙ß˙“˙˙ˆ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙™˙˙Š˙‘˙›˙ß˙‹˙—˙˙˙Š˙˜˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ LBL#MAP:MD_CHI03-Help-IOExtremelyLow-01 RTS_ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙–˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙“˙˙ˆ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙ß˙˙˙ß˙ž˙“˙“˙ß˙–˙Œ˙ß˙“˙˙Œ˙‹˙ LBL#SCRIPT:MD_CHI03InternationalOpinion RTSś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙Ĺ˙ LBLMAP:MD_CHI04Open RTS&ˇ˙ž˙“˙˙š˙˙Œ˙‹˙ž˙›˙‹˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙˝˙Š˙˙‘˙–˙‘˙˜˙ß˙Ź˙”˙–˙š˙Œ˙Ř˙ LBLMAP:MD_CHI04MissionState0 RTSA˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙ˆ˙ž˙‰˙š˙Œ˙ß˙˙™˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ LBLMAP:MD_CHI04MissionState1 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Î˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState2 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Í˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState3 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ě˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState4 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ë˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState5 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ę˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState6 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙É˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionInfo1 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Î˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo2 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Í˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo3 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ě˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo4 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ë˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo5 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ę˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo6 RTS}ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙•˙ž˙’˙’˙š˙›˙Ń˙ß˙ą˙š˙ˆ˙ß˙ˆ˙ž˙‰˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙˙˙–˙‰˙–˙‘˙˜˙ß˙ő˙ß˙™˙˙˙’˙ß˙Í˙ß˙›˙–˙˙š˙œ˙‹˙–˙˙‘˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙Š˙‘˙”˙‘˙˙ˆ˙‘˙ LBLMAP:MD_CHI04MissionFinaleText RTSZś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙ß˙ő˙ß˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBLMAP:MD_CHI04MissionLoseText RTSnś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙š˙Œ˙œ˙ž˙˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLMAP:MD-CHI05_LOCALE RTS.ą˙š˙ž˙˙ß˙ˇ˙ž˙’˙˙Š˙˙˜˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙Ř˙Œ˙ß˙ť˙š˙Œ˙‹˙–˙‘˙†˙Ř˙ LBL!MAP:MD-CHI05_USBaseDestroyedFirst RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBL"MAP:MD-CHI05_GLABaseDestroyedFirst RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBL MAP:MD-CHI05_PartCannon_Detected RTS#¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLMAP:MD-CHI05_Hint01 RTScˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙š˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙ß˙ő˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBLMAP:MD-CHI05_Hint02 RTSPś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙š˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLMAP:MD-CHI05_Hint05 RTSKś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙´˙–˙“˙“˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:MD-CHI05_Hint08 RTSBś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙’˙ž˙†˙ß˙˙š˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ LBLMAP:MD-CHI05_Hint10 RTSHś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙š˙‰˙š˙‘˙‹˙ß˙‹˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙˙š˙ž˙œ˙—˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD-CHI05_Hint13 RTSFś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙Ń˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ LBLMAP:MD-CHI05_Hint15 RTS_ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙ő˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙™˙˙˙’˙ß˙Œ˙‘˙–˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:MD-CHI05_Hint16 RTSKś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙˙š˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:MD-CHI05_InternetCenter02 RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙™˙˙˙ß˙š˙‡˙‹˙˙ž˙ß˙–˙‘˙œ˙˙’˙š˙ LBLMAP:ChemGeneral RTS ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ LBLGC_CHINABOSS:Loc RTS<Ź˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙Đ˙ß˙Ť˙–˙˙š˙‹˙ß˙˙˙˙›˙š˙˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙Ť˙–˙˜˙š˙˙Ř˙Œ˙ß˙ł˙ž˙–˙˙Ř˙ LBLGC_CHINABOSS:Hint RTSbś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙Œ˙š˙‹˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙˙Œ˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBLGC_CHINABOSS:Reset RTSő˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙–˙’˙š˙˙Œ˙ß˙˙š˙Œ˙š˙‹˙ LBLGC_CHINABOSS:Strike RTSő˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙ś˙’˙’˙–˙‘˙š˙‘˙‹˙ LBLGC_CHINABOSS:Resources RTSOˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙­˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙“˙–˙’˙–˙‹˙š˙›˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ LBLCONTROLBAR:TooltipMOAB RTSUŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙–˙“˙“˙ß˙Œ˙—˙˙œ˙”˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipLeafletDrop RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipTankParaDrop RTS6ť˙˙˙˙Œ˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipNukeDrop RTSCť˙˙˙˙Œ˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipSuitcaseNuke RTS-ˇ˙ž˙œ˙”˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙–˙‘˙ß˙—˙–˙Œ˙ß˙Œ˙Š˙–˙‹˙œ˙ž˙Œ˙š˙ß˙ő˙ LBL CONTROLBAR:TooltipSpectreGunship RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipFireICBM RTS8Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBL#CONTROLBAR:TooltipFireTomahawkStorm RTS8Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipFrenzy RTSWź˙ž˙Š˙Œ˙š˙Œ˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙›˙˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙™˙˙˙ß˙ž˙ß˙“˙–˙’˙–˙‹˙š˙›˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙‹˙–˙’˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL"CONTROLBAR:TooltipFireGPSScrambler RTS$¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙š˙˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL(CONTROLBAR:TooltipCommunicationsDownload RTS1ť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙–˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL*CONTROLBAR:TooltipUSAUpgradeSentryDroneGun RTS Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙˜˙ž˙–˙‘˙ß˙ž˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ LBL+CONTROLBAR:TooltipGLAUpgradeQuadCannonSnipe RTS?Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙˜˙ž˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙Œ˙—˙˙‹˙ LBL'CONTROLBAR:TooltipUSAUpgradeSupplyLines RTS9­˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙’˙š˙œ˙—˙ž˙‘˙–˙Œ˙’˙Œ˙ß˙˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙ž˙‘˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Î˙Ď˙Ú˙ LBL CONTROLBAR:TooltipUSAUpgradeMOAB RTS4š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙˝˙˙’˙˙Œ˙ LBL$CONTROLBAR:TooltipBecomeRealBuilding RTS8Ş˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙ß˙™˙Š˙“˙“˙†˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙ž˙“˙ß˙‰˙š˙˙Œ˙–˙˙‘˙ LBL)CONTROLBAR:TooltipUSAUpgradeChemicalSuits RTSAś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙œ˙˙’˙š˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL)CONTROLBAR:TooltipUSAUpgradeBunkerBusters RTS1Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙‹˙˙˙˙˙Œ˙ LBL+CONTROLBAR:TooltipUSAUpgradeCountermeasures RTS=ž˙“˙“˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙š˙‰˙ž˙›˙–˙‘˙˜˙ß˙Ę˙Ď˙Ú˙ß˙˙™˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙™˙–˙˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙’˙ LBL1CONTROLBAR:TooltipUpgradeChinaHelixGattlingCannon RTS%˝˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ LBL2CONTROLBAR:TooltipUpgradeChinaHelixPropagandaTower RTS&˝˙Š˙–˙“˙›˙ß˙ž˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ LBL/CONTROLBAR:TooltipUpgradeChinaHelixBattleBunker RTS_˝˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙Ń˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙œ˙œ˙Š˙˙–˙š˙›˙ß˙˙†˙ß˙‹˙˙˙˙˙Œ˙Ń˙ß˙Ť˙˙˙˙˙Œ˙ß˙œ˙ž˙‘˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL.CONTROLBAR:TooltipChinaUpgradeSatelliteHackOne RTSLş˙‘˙ž˙˙“˙š˙ß˙‹˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙˙š˙‰˙š˙ž˙“˙ß˙‹˙—˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙ß˙˙™˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ LBL.CONTROLBAR:TooltipChinaUpgradeSatelliteHackTwo RTSUş˙‘˙ž˙˙“˙š˙ß˙‹˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙–˙‘˙‹˙š˙˙’˙–˙‹˙‹˙š˙‘˙‹˙“˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙‹˙š˙˙˙–˙‹˙˙˙†˙ß˙˙™˙ß˙ž˙“˙“˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ LBL(CONTROLBAR:TooltipChinaUpgradeFanaticism RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ô˙Í˙Ę˙Ú˙ß˙‹˙˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ LBL-CONTROLBAR:TooltipUpgradeChinaWGUraniumShells RTS-Ô˙Í˙Ę˙Ú˙ß˙Œ˙—˙˙‹˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙‘˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙°˙‰˙š˙˙“˙˙˙›˙ LBL,CONTROLBAR:TooltipUpgradeChinaTankAutoLoader RTS/˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙˙š˙œ˙š˙–˙‰˙š˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙›˙ß˙˙ž˙‹˙š˙ß˙˙™˙ß˙™˙–˙˙š˙ LBL+CONTROLBAR:TooltipUpgradeChinaNeutronShells RTS[Ş˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL&CONTROLBAR:ToolTipUpgradeChinaEMPMines RTS-˛˙–˙‘˙š˙Œ˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙ž˙‘˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˙“˙ž˙Œ˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙˙–˙˜˙˜˙š˙˙š˙›˙ LBL,CONTROLBAR:TooltipUpgradeChinaFusionReactors RTS'ś˙’˙˙˙˙‰˙š˙Œ˙ß˙ş˙’˙˙š˙˙˙˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙Œ˙˙š˙š˙›˙ LBL&CONTROLBAR:TooltipDetonateFakebuilding RTS0°˙˙›˙š˙˙Œ˙ß˙‹˙—˙š˙ß˙™˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ LBL0CONTROLBAR:ToolTipUpgradeGLAWorkerFakeCommandSet RTS*Ź˙ˆ˙–˙‹˙œ˙—˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙™˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL0CONTROLBAR:ToolTipUpgradeGLAWorkerRealCommandSet RTS*Ź˙ˆ˙–˙‹˙œ˙—˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙˙š˙ž˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL'CONTROLBAR:Demo_ToolTipGLAUpgradeHEBomb RTS#Î˙Ď˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBL CONTROLBAR:ToolTipGLACamoNetting RTSŤ˙—˙–˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙˜˙ž˙–˙‘˙Œ˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ LBL.CONTROLBAR:ToolTipGLAUpgradeFortifiedStructure RTS7˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˜˙ž˙–˙‘˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙˙’˙˙˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙˙‘˙ß˙™˙˙˙’˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL%CONTROLBAR:ToolTipGLAUpgradeBoobyTrap RTS;­˙š˙˙š˙“˙Œ˙ß˙œ˙ž˙‘˙ß˙˙“˙ž˙œ˙š˙ß˙˙˙˙˙†˙ß˙‹˙˙ž˙˙Œ˙ß˙˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL'CONTROLBAR:ToolTipGLAUpgradeWorkerShoes RTSN¸˙–˙‰˙š˙Œ˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙—˙š˙ß˙‘˙š˙ˆ˙ß˙Œ˙—˙˙š˙Œ˙ß˙‹˙—˙š˙†˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ž˙Œ˙”˙–˙‘˙˜˙ß˙™˙˙˙Ó˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙’˙˙‰˙š˙’˙š˙‘˙‹˙ LBL(CONTROLBAR:ToolTipGLAUpgradeAnthraxGamma RTS$Ô˙Ę˙Ď˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙‹˙˙‡˙–˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLCONTROLBAR:ToolTipSaboteur RTS-ť˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙­˙š˙Œ˙š˙‹˙Œ˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙–˙’˙š˙˙Œ˙ LBLCONTROLBAR:DropNapalmBomb RTSŮ˙ť˙˙˙˙ß˙ž˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:DropNukeBomb RTSŮ˙ť˙˙˙˙ß˙ž˙ß˙ą˙Š˙”˙š˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:ToolTipDropNukeBomb RTS(ť˙˙˙˙Œ˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‘˙Š˙”˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ LBL CONTROLBAR:ToolTipDropNapalmBomb RTS@Ź˙‹˙˙˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙˙Œ˙‹˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙™˙“˙ž˙’˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL"CONTROLBAR:ToolTipChinaNukeWarhead RTSł˙˙ž˙›˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL%CONTROLBAR:ToolTipChinaNeutronWarhead RTSł˙˙ž˙›˙ß˙‹˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL CONTROLBAR:ToolTipFireBattleship RTS,ź˙ž˙“˙“˙ß˙–˙‘˙ß˙˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙™˙˙˙’˙ß˙˙™˙™˙Œ˙—˙˙˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ LBL%CONTROLBAR:ToolTipFireAircraftCarrier RTS-ł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙‹˙—˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ř˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙“˙ž˙‘˙š˙Œ˙ LBL#CONTROLBAR:ToolTipECMDisableVehicle RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL/CONTROLBAR:ToolTipChinaFireRebelBoobyTrapAttack RTSŻ˙“˙ž˙œ˙š˙ß˙ž˙ß˙˙˙˙˙†˙ß˙‹˙˙ž˙˙ LBL"CONTROLBAR:ToolTipUSABuildFireBase RTS-¸˙˙˙Š˙‘˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ń˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ž˙˙“˙š˙ß˙˙†˙ß˙™˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL+CONTROLBAR:ToolTipUSABuildArtilleryPlatform RTSJ˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˙“˙ž˙‹˙™˙˙˙’˙ß˙™˙˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ë˙ LBL!CONTROLBAR:ToolTipFakeGLABuilding RTS=š˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙›˙ß˙˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙˙š˙ž˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL*CONTROLBAR:ToolTipChinaBuildInternetCenter RTSAˇ˙š˙“˙˙Œ˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙’˙˙‘˙š˙†˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙Œ˙˙†˙ß˙˙‘˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ LBL%CONTROLBAR:ToolTipAmericaICBMLauncher RTSCł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙œ˙˙‘˙‹˙–˙‘˙š˙‘˙‹˙ž˙“˙ß˙˝˙ž˙“˙“˙–˙Œ˙‹˙–˙œ˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ LBL+CONTROLBAR:ToolTipAmericaBuildTomahawkStorm RTS@ł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙ß˙‰˙˙“˙“˙š˙†˙ß˙˙™˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBL$CONTROLBAR:ToolTipGLABuildCombatBike RTS-š˙ž˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙‰˙š˙˙Œ˙ž˙‹˙–˙“˙š˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"CONTROLBAR:ToolTipGLABuildSaboteur RTSEą˙˙‘˙Ň˙œ˙˙’˙˙ž˙‹˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙–˙˙‘˙ß˙Š˙‘˙–˙‹˙Ń˙ß˙ź˙ž˙‘˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL-CONTROLBAR:ToolTipChinaBuildPropagandaTrooper RTS(Ż˙˙˙›˙Š˙œ˙š˙Œ˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙‹˙˙ß˙—˙š˙ž˙“˙ß˙‘˙š˙ž˙˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL&CONTROLBAR:ToolTipChinaBuildMiniGunner RTS)Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL!CONTROLBAR:ToolTipUSABuildAvenger RTSmŞ˙Œ˙š˙Œ˙ß˙ž˙ß˙“˙ž˙Œ˙š˙˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL$CONTROLBAR:ToolTipUSABuildKingRaptor RTSËź˙ž˙‘˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙˙˙ß˙ž˙–˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙Ń˙ß˙ş˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Ż˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙ł˙ž˙Œ˙š˙˙ß˙ő˙ß˙ł˙ž˙˙˜˙š˙˙ß˙Ż˙ž˙†˙“˙˙ž˙›˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ň˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL'CONTROLBAR:ToolTipUSABuildFuelAirAurora RTSĐŹ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙ž˙”˙š˙Œ˙ß˙ž˙Š˙˙˙˙ž˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙ß˙ˆ˙—˙–˙“˙š˙ß˙›˙˙˙˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙š˙Š˙š˙“˙Ň˙ž˙–˙˙ß˙˝˙˙’˙˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙Œ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ž˙Š˙˙˙˙ž˙ß˙Œ˙˙š˙š˙›˙ß˙–˙Œ˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙‹˙˙ß˙Ę˙Ď˙Ú˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL)CONTROLBAR:ToolTipUSABuildHyersonicAurora RTSŤˇ˙†˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙ž˙”˙š˙Œ˙ß˙ž˙Š˙˙˙˙ž˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙ˇ˙†˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ž˙Š˙˙˙˙ž˙ß˙Œ˙˙š˙š˙›˙ß˙–˙Œ˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙‹˙˙ß˙Ę˙Ď˙Ú˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL CONTROLBAR:ToolTipGLABuildSniper RTSxź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙‘˙˙‹˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙Ń˙ß˙Ź˙˙˙‹˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ LBL#CONTROLBAR:ToolTipUSABuildMicrowave RTSCŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL%CONTROLBAR:ToolTipUSABuildSentryDrone RTS7ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ő˙ß˙ő˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL'CONTROLBAR:ToolTipUSABuildHellfireDrone RTSDš˙–˙˙š˙Œ˙ß˙ž˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL+CONTROLBAR:ToolTipUSABuildPointDefenseDrone RTSš˙–˙˙š˙Œ˙ß˙ž˙‘˙ß˙ž˙‘˙‹˙–˙Ň˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Œ˙š˙˙ LBL!CONTROLBAR:ToolTipChinaBuildHelix RTSŚˇ˙š˙ž˙‰˙†˙ß˙“˙–˙™˙‹˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙ő˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL,CONTROLBAR:ToolTipChinaBuildListeningOutpost RTS=Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBLCONTROLBAR:ToolTipChinaBuildECM RTS8Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL#CONTROLBAR:ToolTipGLABuildBattleBus RTSAź˙ž˙‘˙ß˙“˙˙ž˙›˙ß˙–˙‹˙ß˙Š˙˙ß˙ˆ˙–˙‹˙—˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL*CONTROLBAR:ToolTipUSAScienceSpectreGunship RTSƒŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙Œ˙ß˙œ˙–˙˙œ˙“˙š˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙ž˙‘˙›˙ß˙˙Š˙’˙’˙š˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙˙ˆ˙–˙‹˙…˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'CONTROLBAR:ToolTipUSAScienceLeafletDrop RTSmł˙š˙ž˙™˙“˙š˙‹˙Œ˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙ˆ˙—˙–˙“˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙‹˙—˙š˙–˙˙ß˙˙˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL0CONTROLBAR:ToolTipChinaScienceTankHunterTraining RTS*ž˙“˙“˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBL2CONTROLBAR:ToolTipChinaScienceBattlemasterTraining RTS(ž˙“˙“˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙š˙“˙–˙‹˙š˙ LBL.CONTROLBAR:ToolTipChinaScienceOverlordTraining RTS$ž˙“˙“˙ß˙°˙‰˙š˙˙“˙˙˙›˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙š˙“˙–˙‹˙š˙ LBL2CONTROLBAR:ToolTipChinaScienceGattlingTankTraining RTS)ž˙“˙“˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙š˙“˙–˙‹˙š˙ LBL&CONTROLBAR:ToolTipChinaScienceNukeDrop RTSJŤ˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙–˙Œ˙ß˙›˙š˙˙“˙˙†˙š˙›˙ß˙˙†˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL$CONTROLBAR:ToolTipChinaScienceFrenzy RTSĘź˙ž˙Š˙Œ˙š˙Œ˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙›˙˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙™˙˙˙ß˙ž˙ß˙‹˙–˙’˙š˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Î˙Ď˙ß˙˙š˙˙œ˙š˙‘˙‹˙ß˙™˙˙˙ß˙Î˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Í˙Ď˙ß˙˙š˙˙œ˙š˙‘˙‹˙ß˙™˙˙˙ß˙Í˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ě˙Ď˙ß˙˙š˙˙œ˙š˙‘˙‹˙ß˙™˙˙˙ß˙Ě˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL(CONTROLBAR:ToolTipChinaScienceCarpetBomb RTS[ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙—˙š˙ž˙‰˙†˙ß˙˙˙’˙˙š˙˙ß˙‹˙˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL%CONTROLBAR:ToolTipScienceGPSScrambler RTSEź˙“˙˙ž˙”˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙ő˙ß˙ő˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL CONTROLBAR:ToolTipGLASneakAttack RTSNŤ˙˙˙˙˙Œ˙ß˙œ˙ž˙‘˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL(CONTROLBAR:ToolTipSelectAircraftCarriers RTSBŹ˙š˙“˙š˙œ˙‹˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙œ˙ž˙˙˙–˙š˙˙×˙Œ˙Ö˙ß˙–˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙œ˙˙‘˙‰˙š˙‘˙–˙š˙‘˙‹˙“˙†˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL#CONTROLBAR:ToolTipSelectBattleships RTS,ź˙ž˙“˙“˙ß˙–˙‘˙ß˙˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙™˙˙˙’˙ß˙˙™˙™˙Œ˙—˙˙˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ LBL*CONTROLBAR:ToolTipChinaScienceTankParadrop RTSŽť˙˙˙˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Î˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Í˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ë˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL.CONTROLBAR:ToolTipChinaScienceInfantryParadrop RTSť˙˙˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ę˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Î˙Ď˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Î˙Ę˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLTOOLTIP:ChallengeButton RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙Ř˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLGUI:GeneralsChallenge RTSź˙ˇ˙°˙°˙Ź˙ş˙ß˙Ś˙°˙Ş˙­˙ß˙¸˙ş˙ą˙ş˙­˙ž˙ł˙ LBL GUI:Biography RTS ˝˙–˙˙˜˙˙ž˙˙—˙†˙ LBL GUI:BioName RTSą˙ž˙’˙š˙Ĺ˙ LBL GUI:BioDOB RTSž˙˜˙š˙Ĺ˙ LBLGUI:BioBirthplace RTS Ź˙‹˙ž˙‹˙–˙˙‘˙š˙›˙Ĺ˙ LBLGUI:BioStrategy RTSŤ˙ž˙œ˙‹˙–˙œ˙Œ˙Ĺ˙ LBL GUI:BioRank RTS­˙ž˙‘˙”˙Ĺ˙ LBL GUI:BioBranch RTS˝˙˙ž˙‘˙œ˙—˙Ĺ˙ LBLGUI:BioNameEntry_Pos0 RTS¸˙š˙‘˙š˙˙ž˙“˙ß˙¸˙˙ž˙‘˙˜˙š˙˙ LBLGUI:BioDOBEntry_Pos0 RTSÉ˙Í˙ LBLGUI:BioBirthplaceEntry_Pos0 RTS!š˙˙˙‹˙ß˙˝˙š˙“˙’˙˙‘˙‹˙Ó˙ß˙ˇ˙˙Š˙Œ˙‹˙˙‘˙Ó˙ß˙Ť˙š˙‡˙ž˙Œ˙Ó˙ß˙Ş˙Ź˙ž˙ LBLGUI:BioStrategyEntry_Pos0 RTS ž˙–˙˙ß˙Ż˙˙ˆ˙š˙˙ LBLGUI:BioRankEntry_Pos0 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:BioBranchEntry_Pos0 RTS Ş˙Ź˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ LBLGUI:BioClassNumber_Pos0 RTS Ď˙Č˙Î˙Í˙Î˙Ć˙É˙Ć˙Ň˙ˇ˙˝˙ LBLTOOLTIP:BioStrategyLong_Pos0 RTSf¸˙š˙‘˙š˙˙ž˙“˙ß˙˛˙ž˙“˙œ˙˙“˙’˙ß˙Ý˙ž˙œ˙š˙Ý˙ß˙¸˙˙ž˙–˙‘˙˜˙š˙˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙ž˙–˙˙˙˙ˆ˙š˙˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioDefeatedEntry_Pos0 RTS7ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙˜˙˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙˜˙˙˙›˙ß˙ž˙–˙˙“˙–˙‘˙š˙ß˙•˙˙˙Ń˙ LBLGUI:BioVictoriousEntry_Pos0 RTS+ś˙ß˙ˆ˙–˙‘˙Ó˙ß˙†˙˙Š˙ß˙“˙˙Œ˙š˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙’˙˙˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ŕ˙ LBLGUI:BioNameEntry_Pos1 RTS ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ LBLGUI:BioDOBEntry_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioBirthplaceEntry_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioStrategyEntry_Pos1 RTS Ť˙˙‡˙–˙œ˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBLGUI:BioRankEntry_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioBranchEntry_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLTOOLTIP:BioStrategyLong_Pos1 RTS<ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙’˙–˙‡˙ß˙›˙š˙ž˙›˙“˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioDefeatedEntry_Pos1 RTSDŻ˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙˜˙˙‹˙‹˙š˙‘˙ß˙’˙†˙ß˙›˙š˙˜˙˙š˙š˙ß˙™˙˙˙’˙ß˙ž˙ß˙’˙ž˙–˙“˙Ň˙˙˙›˙š˙˙ß˙œ˙˙“˙“˙š˙˜˙š˙Ń˙ LBLGUI:BioVictoriousEntry_Pos1 RTSVŚ˙˙Š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ˆ˙š˙˙š˙ß˙–˙‘˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙“˙˙˙”˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙—˙ž˙˙˙š˙‘˙š˙›˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ LBLGUI:BioNameEntry_Pos2 RTS ¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙ž˙˙ LBLGUI:BioDOBEntry_Pos2 RTSĘ˙Ď˙ LBLGUI:BioBirthplaceEntry_Pos2 RTS˝˙ž˙Œ˙š˙ß˙°˙‡˙Ó˙ß˙ź˙—˙š˙‘˙˜˙›˙Š˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ LBLGUI:BioStrategyEntry_Pos2 RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ LBLGUI:BioRankEntry_Pos2 RTS¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙“˙ž˙Œ˙Œ˙ß˙ž˙ž˙ž˙ LBLGUI:BioBranchEntry_Pos2 RTSŻ˙ł˙ž˙ LBLTOOLTIP:BioStrategyLong_Pos2 RTSP¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙Œ˙–˙‘˙˜˙ß˙Ź˙—˙–˙ß˙Ť˙ž˙˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos2 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioDefeatedEntry_Pos2 RTS4ž˙‘˙˙‹˙—˙š˙˙ß˙’˙˙’˙š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙Š˙Œ˙‹˙Ń˙ LBLGUI:BioVictoriousEntry_Pos2 RTSRŚ˙˙Š˙ß˙ž˙˙š˙ß˙“˙Š˙œ˙”˙†˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙‘˙‹˙ž˙œ˙‹˙Ń˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙–˙™˙ß˙†˙˙Š˙ß˙›˙ž˙˙š˙Ń˙ LBLGUI:BioNameEntry_Pos3 RTS¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙“˙š˙‡˙ž˙‘˙›˙š˙˙ LBLGUI:BioDOBEntry_Pos3 RTSË˙Í˙ LBLGUI:BioBirthplaceEntry_Pos3 RTS"ź˙ž˙’˙˙ß˙š˙˙ž˙‘˙”˙“˙–˙‘˙Ó˙ß˙˝˙š˙“˙™˙ž˙Œ˙‹˙Ó˙ß˙˛˙ž˙–˙‘˙š˙Ó˙ß˙Ş˙Ź˙ž˙ LBLGUI:BioStrategyEntry_Pos3 RTS¨˙š˙ž˙˙˙‘˙Œ˙ß˙˙™˙ß˙˛˙ž˙Œ˙Œ˙ß˙ť˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBLGUI:BioRankEntry_Pos3 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:BioBranchEntry_Pos3 RTS Ş˙Ź˙ß˙˛˙ž˙˙–˙‘˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_Pos3 RTSj¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙“˙š˙‡˙–˙Œ˙ß˙ž˙“˙š˙‡˙ž˙‘˙›˙š˙˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙—˙š˙ž˙‰˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos3 RTSÎ˙Č˙Ç˙Ć˙Í˙Ě˙Ë˙Č˙Ç˙Ň˙ˇ˙˝˙¸˙˝˙ LBLGUI:BioDefeatedEntry_Pos3 RTSjś˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙™˙ž˙–˙˙Ţ˙ß˙°˙‘˙š˙ß˙’˙˙˙š˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙Ó˙ß˙ś˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙Ń˙ LBLGUI:BioVictoriousEntry_Pos3 RTSIś˙ß˙‹˙˙“˙›˙ß˙†˙˙Š˙ß˙†˙˙Š˙Ř˙›˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙ž˙‹˙ß˙’˙†˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙ž˙˙š˙ß˙‹˙˙ß˙‹˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙Ŕ˙ LBLGUI:BioNameEntry_Pos4 RTS ¸˙š˙‘˙š˙˙ž˙“˙ß˙´˙ˆ˙ž˙–˙ LBLGUI:BioDOBEntry_Pos4 RTSĘ˙Î˙ LBLGUI:BioBirthplaceEntry_Pos4 RTS˝˙ž˙Œ˙š˙ß˙­˙ž˙‹˙Ó˙ß˙ľ˙–˙‘˙ž˙‘˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ LBLGUI:BioStrategyEntry_Pos4 RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ť˙ž˙‘˙”˙ß˙ť˙–˙‰˙–˙Œ˙–˙˙‘˙Œ˙ LBLGUI:BioRankEntry_Pos4 RTS¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙“˙ž˙Œ˙Œ˙ß˙ž˙ž˙ž˙ LBLGUI:BioBranchEntry_Pos4 RTSŻ˙ł˙ž˙ LBLTOOLTIP:BioStrategyLong_Pos4 RTSO¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙ž˙ß˙ˇ˙Š˙‘˙ß˙´˙ˆ˙ž˙–˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙ß˙ˆ˙š˙“˙“˙ß˙˙Š˙–˙“˙‹˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos4 RTSĆ˙Ć˙Ć˙Ć˙Ň˙Ě˙Í˙Í˙Ë˙Ę˙Ě˙É˙Ň˙Ę˙ LBLGUI:BioDefeatedEntry_Pos4 RTSWŚ˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ť˙–˙˜˙˙š˙Œ˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙–˙‘˙Œ˙š˙œ˙‹˙Ń˙ LBLGUI:BioVictoriousEntry_Pos4 RTS5Ť˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙ž˙‘˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙Ń˙Ń˙Ń˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙š˙“˙“˙ß˙”˙‘˙˙ˆ˙Ń˙ LBLGUI:BioNameEntry_Pos5 RTS¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙˙ˆ˙‘˙š˙Œ˙ LBLGUI:BioDOBEntry_Pos5 RTSŤ˙˝˙ť˙ LBLGUI:BioBirthplaceEntry_Pos5 RTS+š˙˙˙‹˙ß˙Ş˙‘˙–˙˙‘˙Ó˙ß˙­˙š˙›˙ˆ˙˙˙›˙ß˙Ź˙—˙˙˙š˙Œ˙Ó˙ß˙ź˙ž˙“˙–˙™˙˙˙‘˙–˙ž˙Ó˙ß˙Ş˙Ź˙ž˙ LBLGUI:BioStrategyEntry_Pos5 RTSł˙ž˙Œ˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙˙†˙ LBLGUI:BioRankEntry_Pos5 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:BioBranchEntry_Pos5 RTSŞ˙Ź˙ß˙ž˙˙’˙†˙ LBLTOOLTIP:BioStrategyLong_Pos5 RTSXÝ˙Ż˙–˙‘˙˙˙–˙‘˙‹˙Ý˙ß˙Ť˙˙ˆ˙‘˙š˙Œ˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙œ˙Š˙‹˙‹˙–˙‘˙˜˙ß˙š˙›˙˜˙š˙ß˙“˙ž˙Œ˙š˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos5 RTSĎ˙Ď˙Ď˙Î˙Ď˙Í˙Ď˙Ë˙Ň˙Ď˙Î˙´˙ş˙Ď˙ LBLGUI:BioDefeatedEntry_Pos5 RTSVŚ˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙œ˙ž˙‘˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙‰˙–˙Œ˙š˙ß˙ž˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙Ń˙ LBLGUI:BioVictoriousEntry_Pos5 RTS;Ś˙˙Š˙˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙š˙Œ˙ß˙˙š˙œ˙ž˙’˙š˙ß˙˙˙‰˙–˙˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙ś˙ß˙Œ˙œ˙ž˙‘˙‘˙š˙›˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ń˙ LBLGUI:BioNameEntry_Pos6 RTS Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ LBLGUI:BioDOBEntry_Pos6 RTSĚ˙Ë˙ LBLGUI:BioBirthplaceEntry_Pos6 RTSŤ˙˙–˙˙˙“˙–˙Ó˙ß˙ł˙–˙˙†˙ž˙ LBLGUI:BioStrategyEntry_Pos6 RTSž˙’˙˙Š˙Œ˙—˙ß˙ž˙‘˙›˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ LBLGUI:BioRankEntry_Pos6 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioBranchEntry_Pos6 RTS¸˙ł˙ž˙ß˙ź˙˙˙˙ž˙ß˙œ˙š˙“˙“˙ LBLTOOLTIP:BioStrategyLong_Pos6 RTSLŻ˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ß˙ž˙‘˙›˙ß˙œ˙˙‰˙š˙˙‹˙ß˙˙˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos6 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioDefeatedEntry_Pos6 RTS}˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙“˙š˙ž˙›˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙–˙˜˙‘˙š˙›˙ß˙’˙†˙ß˙›˙š˙ž˙‹˙—˙ß˙ˆ˙ž˙˙˙ž˙‘˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ń˙Ń˙Ń˙ LBLGUI:BioVictoriousEntry_Pos6 RTSEž˙œ˙œ˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙˙–˙‹˙‹˙š˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙ž˙‘˙›˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ LBLGUI:BioNameEntry_Pos7 RTS ¸˙š˙‘˙š˙˙ž˙“˙ß˙š˙ž˙–˙ LBLGUI:BioDOBEntry_Pos7 RTSĘ˙Č˙ LBLGUI:BioBirthplaceEntry_Pos7 RTS˝˙ž˙Œ˙š˙ß˙Ź˙‘˙ž˙”˙š˙Ó˙ß˙˝˙š˙–˙•˙–˙‘˙˜˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ LBLGUI:BioStrategyEntry_Pos7 RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ť˙–˙‰˙–˙Œ˙–˙˙‘˙Œ˙ LBLGUI:BioRankEntry_Pos7 RTS¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙“˙ž˙Œ˙Œ˙ß˙ž˙ž˙ž˙ LBLGUI:BioBranchEntry_Pos7 RTSŻ˙ł˙ž˙ LBLTOOLTIP:BioStrategyLong_Pos7 RTSX¸˙š˙‘˙š˙˙ž˙“˙ß˙Ý˙ž˙‘˙‰˙–˙“˙Ý˙ß˙Ź˙—˙–˙‘˙ß˙š˙ž˙–˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙š˙‘˙“˙–˙Œ˙‹˙ß˙—˙–˙˜˙—˙“˙†˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos7 RTS Í˙Ď˙Ě˙Ď˙Ň˙Í˙Ď˙Ď˙Ë˙Ď˙Ě˙Ň˙Î˙ LBLGUI:BioDefeatedEntry_Pos7 RTSŤ˙˝˙ť˙ LBLGUI:BioVictoriousEntry_Pos7 RTSŤ˙˝˙ť˙ LBLGUI:BioNameEntry_Pos8 RTS¸˙š˙‘˙š˙˙ž˙“˙ß˙ľ˙Š˙—˙…˙–˙…˙ LBLGUI:BioDOBEntry_Pos8 RTSĚ˙É˙ LBLGUI:BioBirthplaceEntry_Pos8 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioStrategyEntry_Pos8 RTSş˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˝˙˙’˙˙Œ˙ LBLGUI:BioRankEntry_Pos8 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioBranchEntry_Pos8 RTS¸˙ł˙ž˙ß˙Ź˙œ˙˙˙˙–˙˙‘˙ß˙ź˙š˙“˙“˙ LBLTOOLTIP:BioStrategyLong_Pos8 RTSY¸˙š˙‘˙š˙˙ž˙“˙ß˙­˙˙›˙ž˙“˙“˙ß˙Ý˙ť˙š˙’˙˙Ý˙ß˙ľ˙Š˙—˙…˙–˙…˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙–˙˙š˙ß˙Š˙˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos8 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioDefeatedEntry_Pos8 RTSŤ˙˝˙ť˙ LBLGUI:BioVictoriousEntry_Pos8 RTSŤ˙˝˙ť˙ LBLGUI:BioNameEntry_Pos9 RTS ¸˙š˙‘˙š˙˙ž˙“˙ß˙ł˙š˙ž˙‘˙˜˙ LBLGUI:BioDOBEntry_Pos9 RTSŤ˙˝˙ť˙ LBLGUI:BioBirthplaceEntry_Pos9 RTS˝˙ž˙Œ˙š˙ß˙ť˙˙ž˙˜˙˙‘˙Ó˙ß˙ł˙ž˙‘˙…˙—˙˙Š˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ LBLGUI:BioStrategyEntry_Pos9 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioRankEntry_Pos9 RTSť˙˙ž˙˜˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙“˙ž˙Œ˙Œ˙ß˙ž˙ž˙ž˙ž˙ LBLGUI:BioBranchEntry_Pos9 RTSŻ˙ł˙Ň˙ß˙ş˙“˙–˙‹˙š˙ß˙š˙˙˙œ˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_Pos9 RTS\¸˙š˙‘˙š˙˙ž˙“˙ß˙Ý˙Ť˙–˙˜˙˙š˙Œ˙Œ˙Ý˙ß˙ł˙š˙–˙˙‘˙˜˙ß˙ł˙š˙ž˙‘˙˜˙ß˙›˙š˙’˙ž˙‘˙›˙Œ˙ß˙‹˙—˙š˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙ž˙“˙“˙ß˙˙‹˙—˙š˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos9 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioDefeatedEntry_Pos9 RTSJŤ˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ß˙œ˙˙‘˙‹˙š˙Œ˙‹˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙Ń˙ LBLGUI:BioVictoriousEntry_Pos9 RTS+ś˙’˙˙˙˙‰˙š˙ß˙†˙˙Š˙˙ß˙Œ˙”˙–˙“˙“˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙Ń˙ LBLGUI:BioNameEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioDOBEntry_Pos10 RTSĚ˙Ě˙ LBLGUI:BioBirthplaceEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioStrategyEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioRankEntry_Pos10 RTSŃ˙ LBLGUI:BioBranchEntry_Pos10 RTSŃ˙ LBLTOOLTIP:BioStrategyLong_Pos10 RTSŃ˙ LBLGUI:BioClassNumber_Pos10 RTSŃ˙ LBLGUI:BioDefeatedEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioVictoriousEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioNameEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioDOBEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioBirthplaceEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioStrategyEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioRankEntry_Pos11 RTSŃ˙ LBLGUI:BioBranchEntry_Pos11 RTSŃ˙ LBLTOOLTIP:BioStrategyLong_Pos11 RTSŃ˙ LBLGUI:BioClassNumber_Pos11 RTSŃ˙ LBLGUI:BioDefeatedEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioVictoriousEntry_Pos11 RTSŤ˙˝˙ť˙ LBLTOOLTIP:BioStrategyLong_GLA RTSWŤ˙—˙š˙ß˙¸˙“˙˙˙ž˙“˙ß˙ł˙–˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙ž˙˙’˙†˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙Š˙‘˙›˙š˙˙—˙ž˙‘˙›˙š˙›˙ß˙ž˙‘˙›˙ß˙Œ˙‘˙š˙ž˙”˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙–˙‹˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_China RTS>ź˙—˙–˙‘˙ž˙ß˙Š˙Œ˙š˙Œ˙ß˙™˙–˙˙š˙ß˙ž˙‘˙›˙ß˙˙‰˙š˙˙ˆ˙—˙š˙“˙’˙–˙‘˙˜˙ß˙‘˙Š˙’˙˙š˙˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙–˙‹˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_USA RTSCŤ˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙Š˙‹˙–˙“˙–˙…˙š˙Œ˙ß˙—˙–˙˜˙—˙ß˙‹˙š˙œ˙—˙ß˙ˆ˙š˙ž˙˙˙‘˙˙†˙ß˙ž˙‘˙›˙ß˙Œ˙”˙–˙“˙“˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙–˙‹˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_Random RTS-Ť˙—˙–˙Œ˙ß˙Œ˙š˙“˙š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙‘˙›˙˙’˙“˙†˙ß˙œ˙—˙˙˙Œ˙š˙ß˙ž˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙ LBLGUI:ChallengeWinText RTS#ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙Ú˙Œ˙ LBLGUI:ChallengeLossText RTSŚ˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙˙†˙ß˙Ú˙Œ˙ LBLCREDITS:DevelopmentDirector RTSť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBLCREDITS:GeneralManager RTSş˙ž˙ł˙ž˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:LeadArtist RTS ł˙š˙ž˙›˙ß˙ž˙˙‹˙–˙Œ˙‹˙ LBLCREDITS:QADirector RTS Ž˙ž˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBLCREDITS:SrTestLead RTS Ź˙˙Ń˙ß˙Ť˙š˙Œ˙‹˙ß˙ł˙š˙ž˙›˙ LBL$CREDITS:AssistantMultiplayerTestLead RTSž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ť˙š˙Œ˙‹˙ß˙ł˙š˙ž˙›˙ LBLCREDITS:TestAnalyst RTS Ť˙š˙Œ˙‹˙ß˙ž˙‘˙ž˙“˙†˙Œ˙‹˙ LBLCREDITS:AssistantProducer RTSž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:CameoPhotoshootStudio RTSŻ˙—˙˙‹˙˙Œ˙ß˙Œ˙—˙˙‹˙ß˙ž˙‹˙ß˙°˙Š˙‹˙ß˙¨˙š˙Œ˙‹˙ß˙Ź˙‹˙Š˙›˙–˙˙ LBLCREDITS:Models RTS˛˙˙›˙š˙“˙Œ˙ LBLCREDITS:Actors RTSž˙œ˙‹˙˙˙Œ˙ LBLCREDITS:VisualEffectsAndEditing RTSŠ˙–˙Œ˙Š˙ž˙“˙ß˙ş˙™˙™˙š˙œ˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙ş˙›˙–˙‹˙–˙‘˙˜˙ LBLCREDITS:NewsReporterVideos RTSą˙š˙ˆ˙Œ˙ß˙­˙š˙˙˙˙‹˙š˙˙ß˙Š˙–˙›˙š˙˙Œ˙ LBL%CREDITS:DirectorOfProductLocalization RTS&ť˙–˙˙š˙œ˙‹˙˙˙ß˙˙™˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙Ó˙ß˙ş˙ž˙ł˙ž˙ LBLCREDITS:LocalizationAssistance RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ LBL ACADEMY:Eva RTSŤ˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ž˙‘˙ž˙“˙†˙Œ˙–˙Œ˙ LBLACADEMY:BuildAllStructures RTSł¨˙—˙š˙‘˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙‹˙Ř˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙‹˙˙˙“˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙™˙˙˙œ˙š˙ LBL ACADEMY:BuildSupplyCenterEarlier RTS ¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙‘˙đh%đh%@š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙‹˙Ř˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙‹˙˙˙“˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙™˙˙˙œ˙š˙@j%@j%đ’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙pj%pj%Ŕ|j%|j%´“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙œj%œj%”‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLACADEMY:TryBuildingRadar RTS2Ť˙—˙š˙ß˙š˙˙˜˙ß˙˙™˙ß˙¨˙ž˙˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙Œ˙ß˙Š˙Œ˙ß˙ž˙“˙“˙Ń˙ß˙°˙‘˙š˙ß˙—˙š˙“˙˙™˙Š˙“˙ß˙ˆ˙ž˙†˙ß˙‹˙‹˙@i%@i%đž˙“˙“˙ß˙‹˙—˙š˙ß˙‹˙˙˙“˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙™˙˙˙œ˙š˙@j%@j%đ’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙pj%pj%Ŕ|j%|j%´“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙œj%œj%”‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLACADEMY:BuildMorePeons RTSĺś˙™˙ß˙†˙˙Š˙ß˙ž˙Œ˙”˙ß˙ž˙‘˙†˙ß˙˙‹˙—˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBLACADEMY:TryCapturingStructures RTS¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Œ˙˙’˙š˙‹˙–˙’˙š˙Œ˙ß˙i%i%0˙ž˙“˙Œ˙ß˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙¤j%¤j%Œš˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLACADEMY:SpendGeneralsPoints RTS¨˙–˙‹˙—˙ß˙ˆ˙ž˙˙ß˙œ˙˙’˙š˙ß˙‹˙—˙š˙ß˙Œ˙˙˙–˙“˙Œ˙Ń˙ß˙ş˙‰˙š˙˙‹˙i%i%ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙¤j%¤j%Œš˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLACADEMY:TryUsingSuperweapons RTS¨˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙œ˙˙“˙“˙š˙i%i%(˙‹˙i%i%ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙¤j%¤j%Œš˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL ACADEMY:TryGarrisoningAStructure RTSŹ˙˙“˙›˙Ř˙äh%äh%LŠ˙Œ˙š˙ß˙˙™˙ß˙œ˙˙“˙“˙š˙i%i%(˙‹˙i%i%ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙¤j%¤j%Œš˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLACADEMY:IdleBuildingUnits RTS,¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙™˙–˙š˙“˙›˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙“˙š˙ž˙›˙–˙‘˙˜˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙ß˙ž˙˙’˙†˙ß˙Œ˙’˙4i%4i%ü˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙¤j%¤j%Œš˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLACADEMY:TryDragSelectingUnits RTS9˛˙ž˙‘˙–˙˙Š˙“˙ž˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙ß˙–˙Œ˙ß˙˙‘˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙˙–˙œ˙”˙–˙š˙Œ˙‹˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ß˙ž˙ß˙¸˙Li%Li%äš˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙¤j%¤j%Œš˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBLACADEMY:ResearchUpgrades RTSŃž˙ß˙˜˙˙š˙ž˙‹˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Š˙‘˙–˙‹˙ß˙—˙ž˙Œ˙ß˙Œ˙˙’˙š˙ß˙™˙˙˙’˙ß˙˙™˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙–˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙ LBLACADEMY:RanOutOfPower RTS1¨˙—˙–˙“˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙‘˙˙ß˙‘˙š˙š˙›˙ß˙™˙˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ž˙‘˙›˙ß˙‹˙—˙Ő˙ś˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙š˙ß˙Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙Œ˙˙ß˙š˙ž˙Œ˙–˙“˙†˙ LBL#DIALOGEVENT:MisCHI01xCin01bSubtitle RTSEŐ˙ś˙ß˙›˙˙ß˙‘˙˙‹˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙ß˙ˆ˙—˙†˙ß˙‹˙—˙š˙ß˙Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ß˙—˙ž˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ß˙—˙ž˙˙˙š˙‘˙ LBL#DIALOGEVENT:MisCHI01xCin01cSubtitle RTS?Ő˙Ť˙—˙–˙Œ˙ß˙œ˙ž˙‘˙ß˙‘˙˙‹˙ß˙˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙Ń˙ß˙ź˙—˙–˙‘˙ž˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ß˙˙–˙˜˙—˙‹˙ LBL#DIALOGEVENT:MisCHI01xCin01dSubtitle RTSŒŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙‹˙˙š˙ž˙œ˙—˙š˙˙˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙Œ˙ß˙œ˙ž˙Š˙Œ˙š˙›˙ß˙˜˙˙š˙ž˙‹˙ß˙š˙’˙˙ž˙˙˙ž˙Œ˙Œ˙’˙š˙‘˙‹˙ß˙‹˙˙ß˙ź˙—˙–˙‘˙ž˙Ń˙ß˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙–˙‘˙Œ˙˙“˙š˙‘˙œ˙š˙ LBL"DIALOGEVENT:MisCHI01xCin02Subtitle RTSGŐ˙Ť˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙z˙™˙–˙‘˙ž˙“˙ß˙œ˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ LBL"DIALOGEVENT:MisCHI01xCin03Subtitle RTSŐ˙Ě˙z˙Í˙z˙Î˙z˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisCHI01xCin04Subtitle RTS@Ő˙Ť˙—˙š˙†˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙˙‘˙ß˙‹˙—˙š˙ß˙›˙ž˙†˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙œ˙š˙“˙š˙˙˙ž˙‹˙š˙ß˙‹˙˙˙ß˙Œ˙˙˙‘˙ LBL"DIALOGEVENT:MisCHI01xCin05Subtitle RTS.Ő˙ś˙‹˙ß˙–˙Œ˙ß˙˙˙š˙‹˙‹˙†˙ß˙ˆ˙—˙š˙‘˙ß˙Š˙Œ˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ß˙˙š˙ž˙Œ˙˙‘˙Œ˙z˙ LBL"DIALOGEVENT:MisCHI01xCin06Subtitle RTSBŐ˙¸˙ł˙ž˙ß˙Œ˙Š˙˙‰˙–˙‰˙˙˙Œ˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙˙ˆ˙‘˙ß˙™˙˙˙ß˙œ˙˙‰˙š˙˙z˙‹˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisCHI01xCin07Subtitle RTS(Ő˙¨˙š˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙z˙˙˙’˙˙ß˙˙ž˙†˙ß˙›˙˙˙˙Œ˙ß˙˙˙š˙‘˙z˙ LBL"DIALOGEVENT:MisCHI01xCin08Subtitle RTS<Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙Œ˙Š˙˙‰˙–˙‰˙˙˙Œ˙Ń˙ß˙¸˙˙˙Š˙‘˙›˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‘˙š˙œ˙š˙Œ˙Œ˙ž˙˙†˙ LBL!DIALOGEVENT:MisCHI01xXO01Subtitle RTS…Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙™˙˙˙’˙š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙˙‰˙š˙˙˙Š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙˙ž˙Œ˙š˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL!DIALOGEVENT:MisCHI01xXO02Subtitle RTSSŐ˙˛˙ž˙†˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL!DIALOGEVENT:MisCHI01xXO03Subtitle RTSˆŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙—˙˙˙Š˙˜˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙‹˙˙ˆ˙‘˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙Š˙Œ˙š˙ß˙ž˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙‹˙ž˙‘˙”˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙Œ˙ LBL!DIALOGEVENT:MisCHI01xXO04Subtitle RTS™Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙˙Š˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙ś˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙ž˙œ˙‹˙˙˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙š˙‰˙š˙˙†˙˙‘˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ LBL!DIALOGEVENT:MisCHI01xXO05Subtitle RTS•Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙Œ˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙™˙Š˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙™˙˙˙œ˙š˙Œ˙Ń˙ß˙°˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙˙˙˙œ˙š˙š˙›˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙š˙“˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL!DIALOGEVENT:MisCHI01xXO06Subtitle RTS‰Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙Œ˙ß˙–˙‹˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙Œ˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙Ŕ˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙˙˙‰˙–˙›˙š˙ß˙‰˙ž˙“˙Š˙ž˙˙“˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙ß˙Š˙Œ˙Ń˙ß˙°˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBL!DIALOGEVENT:MisCHI01xXO07Subtitle RTS}Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙ž˙Š˙˜˙—˙‹˙ß˙‹˙—˙š˙’˙ß˙˙™˙™˙Ň˙˜˙Š˙ž˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙‘˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙˙š˙Œ˙˙˙‘˙›˙ LBL!DIALOGEVENT:MisCHI01xXO08Subtitle RTSuŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Ň˙š˙Œ˙‹˙ž˙˙“˙–˙Œ˙—˙š˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙˙™˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙Œ˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙˙˙‹˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL!DIALOGEVENT:MisCHI01xXO09Subtitle RTSŐ˙ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙š˙š˙›˙ß˙‹˙—˙š˙ß˙‹˙˙ˆ˙‘˙ß˙˙™˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙Ń˙ß˙°˙‘˙œ˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙–˙˙š˙›˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙ž˙Œ˙š˙Ó˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL!DIALOGEVENT:MisChi02Lin13Subtitle RTS5Ő˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙–˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙›˙Ń˙ß˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisCHI02xBrf01Subtitle RTSVŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙‹˙—˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ß˙Œ˙‹˙˙˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL#DIALOGEVENT:MisCHI02xBrf01aSubtitle RTSHŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙˙Š˙˙ß˙’˙ž˙–˙‘˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙ LBL"DIALOGEVENT:MisCHI02xBrf02Subtitle RTSZŐ˙°˙Š˙˙ß˙˙˙ž˙‰˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙—˙š˙“˙›˙ß˙˙™˙™˙ß˙‹˙—˙š˙–˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙‹˙ß˙ž˙‹˙ß˙˜˙˙š˙ž˙‹˙ß˙œ˙˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisCHI02xBrf03Subtitle RTSPŐ˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙˙“˙›˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙Œ˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙–˙Œ˙ß˙˙˙˙‹˙š˙œ˙‹˙š˙›˙ LBL#DIALOGEVENT:MisCHI02xBrf03aSubtitle RTSGŐ˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙˙“˙›˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙ß˙–˙‘˙Œ˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL"DIALOGEVENT:MisCHI02xBrf04Subtitle RTSZŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙‘˙š˙ˆ˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙˙™˙ß˙˜˙˙š˙ž˙‹˙ß˙˙š˙‘˙š˙™˙–˙‹˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisCHI02xBrf05Subtitle RTSáŐ˙°˙Š˙˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ˆ˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‘˙š˙Š˙‹˙˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙‘˙š˙ˆ˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙“˙†˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙›˙˙–˙‰˙š˙˙Œ˙Ń˙ß˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙œ˙“˙š˙ž˙˙š˙›˙Ó˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙’˙š˙‘˙ß˙œ˙ž˙‘˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL"DIALOGEVENT:MisCHI02xBrf06Subtitle RTSŐ˙°˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙ß˙‘˙˙ˆ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙’˙–˙‘˙š˙Œ˙Ń˙ß˙¨˙—˙–˙“˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙Œ˙˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙–˙‘˙œ˙ž˙˙ž˙œ˙–˙‹˙ž˙‹˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI02xBrf07aSubtitle RTS7Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Î˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI02xBrf07bSubtitle RTS7Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI02xBrf07cSubtitle RTS6Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI02xBrf07dSubtitle RTS.Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙Œ˙˙˙‘˙ LBL#DIALOGEVENT:MisCHI02xChat01Subtitle RTS-Ő˙ş˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙˙“˙›˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙ LBL#DIALOGEVENT:MisCHI02xChat02Subtitle RTS<Ő˙¨˙š˙Ř˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ß˙™˙“˙ž˙‘˙”˙z˙Œ˙Š˙˙˙˙˙‹˙ß˙–˙Œ˙ß˙‘˙š˙š˙›˙š˙›˙ß˙—˙š˙˙š˙ LBL#DIALOGEVENT:MisCHI02xChat03Subtitle RTS1Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙š˙—˙–˙‘˙›˙ß˙Š˙Œ˙z˙›˙–˙˙š˙œ˙‹˙ß˙ž˙“˙“˙ß˙™˙–˙˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat04Subtitle RTS5Ő˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙z˙ž˙“˙“˙ß˙‹˙š˙ž˙’˙Œ˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:MisCHI02xChat05Subtitle RTSRŐ˙ş˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙–˙›˙˜˙š˙Ń˙ß˙¸˙–˙‰˙š˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙˙“˙“˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙’˙ LBL#DIALOGEVENT:MisCHI02xChat06Subtitle RTS(Ő˙¨˙ž˙‹˙œ˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙Œ˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙—˙š˙“˙˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat07Subtitle RTSDŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙‘˙˙ˆ˙ß˙ž˙‘˙›˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙’˙’˙š˙‘˙œ˙š˙›˙ß˙˙˙’˙˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisCHI02xChat08Subtitle RTS'Ő˙­˙˙“˙“˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙˙š˙‹˙z˙˙™˙ß˙˙˙’˙˙Œ˙Ń˙ß˙ˇ˙š˙—˙š˙—˙ LBL#DIALOGEVENT:MisCHI02xChat09Subtitle RTS=Ő˙ş˙‘˙š˙’˙†˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙–˙œ˙”˙ß˙—˙š˙˙š˙z˙ˆ˙š˙ß˙ž˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙—˙š˙ž˙‰˙†˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL#DIALOGEVENT:MisCHI02xChat10Subtitle RTS5Ő˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙“˙˙œ˙”˙š˙›˙ß˙˙‘˙‹˙˙ß˙Š˙Œ˙z˙ˆ˙š˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙˙˙Š˙˙“˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat11Subtitle RTS4Ő˙Ź˙‹˙˙˙ß˙‹˙—˙ž˙‹˙ß˙­˙š˙˙š˙“˙Ó˙ß˙—˙š˙Ř˙Œ˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat12Subtitle RTS0Ő˙ś˙‹˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙ž˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙˙ LBL#DIALOGEVENT:MisCHI02xChat13Subtitle RTSŐ˙ś˙ß˙˙˙š˙™˙š˙˙ß˙’˙†˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙ LBL#DIALOGEVENT:MisCHI02xChat14Subtitle RTSŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat15Subtitle RTSŐ˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Œ˙Ţ˙ LBL$DIALOGEVENT:MisCHI02xChat15aSubtitle RTS%Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙š˙ž˙œ˙‹˙˙˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat16Subtitle RTS,Ő˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙—˙˙ˆ˙ß˙‹˙—˙š˙’˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat17Subtitle RTS(Ő˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙˜˙“˙ž˙›˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat18Subtitle RTS=Ő˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙˙›˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙š˙˙š˙ß˙›˙˙ß˙†˙˙Š˙ß˙‘˙š˙š˙›˙ß˙Š˙Œ˙Ŕ˙ LBL"DIALOGEVENT:MisCHI02xCin01Subtitle RTS^Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙˙‘˙ß˙˙Š˙˙ß˙˜˙Š˙ž˙˙›˙Ń˙ß˙­˙š˙˙˙˙‹˙Œ˙ß˙Œ˙ž˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙–˙˜˙—˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙‘˙˜˙š˙ß˙™˙˙˙ß˙˙Š˙˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ LBL#DIALOGEVENT:MisCHI02xCin01aSubtitle RTS.Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙š˙š˙“˙ß˙Œ˙ž˙™˙š˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙“˙ž˙‘˙‹˙ LBL#DIALOGEVENT:MisCHI02xCin01bSubtitle RTS7Ő˙Ś˙ž˙—˙Ń˙ß˙ś˙ß˙ˆ˙–˙Œ˙—˙ß˙ś˙ß˙—˙ž˙›˙ß˙•˙˙–˙‘˙š˙›˙ß˙Š˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙™˙˙˙œ˙š˙ß˙–˙‘˙Œ˙‹˙š˙ž˙›˙ LBL#DIALOGEVENT:MisCHI02xCin01dSubtitle RTSFŐ˙Ź˙Š˙˙š˙“˙†˙ß˙ž˙™˙‹˙š˙˙ß˙˙Š˙˙ß˙˙š˙œ˙š˙‘˙‹˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙‹˙—˙š˙†˙ß˙ˆ˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙›˙ž˙˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Š˙Œ˙ß˙—˙š˙˙š˙ LBL#DIALOGEVENT:MisCHI02xCin01cSubtitle RTSDŐ˙Ť˙—˙š˙–˙˙ß˙™˙˙˙›˙ß˙–˙Œ˙ß˙’˙Š˙œ˙—˙ß˙˙š˙‹˙‹˙š˙˙Ń˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙ˆ˙š˙ž˙˙ß˙‹˙—˙˙Œ˙š˙ß˙™˙ž˙‘˙œ˙†˙ß˙—˙š˙“˙’˙š˙‹˙Œ˙ LBL"DIALOGEVENT:MisCHI02xCin02Subtitle RTS Ő˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙Ţ˙ß˙¨˙š˙Ř˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:MisCHI02xCin03Subtitle RTS(Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙š˙‰˙š˙˙†˙ˆ˙—˙š˙˙š˙Ţ˙ß˙¨˙š˙Ř˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙˙‰˙š˙˙˙Š˙‘˙ LBL"DIALOGEVENT:MisCHI02xCin04Subtitle RTS&Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xCin04aSubtitle RTSNŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙˙˙’˙˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xCin04bSubtitle RTSNŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙Œ˙Š˙–˙œ˙–˙›˙š˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ţ˙ß˙¨˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ŕ˙Ţ˙ LBL"DIALOGEVENT:MisCHI02xCin05Subtitle RTSŐ˙¨˙š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Ţ˙ LBL"DIALOGEVENT:MisCHI02xCin06Subtitle RTSIŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙Ţ˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙ß˙ž˙‹˙ß˙ž˙“˙“˙ß˙œ˙˙Œ˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xCin06aSubtitle RTSDŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙˙š˙ž˙œ˙‹˙˙˙Ţ˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙–˙‹˙ß˙ž˙‹˙ß˙ž˙“˙“˙ß˙œ˙˙Œ˙‹˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisCHI02xCin07Subtitle RTS/Ő˙Ť˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙z˙‹˙—˙š˙†˙ß˙˜˙˙‹˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisCHI02xCin08Subtitle RTS&Ő˙¨˙š˙ß˙—˙š˙“˙›˙z˙ß˙z˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙˙˙˙‹˙ß˙–˙‘˙z˙ LBL"DIALOGEVENT:MisCHI02xCin09Subtitle RTS2Ő˙ą˙˙‹˙ß˙’˙Š˙œ˙—˙ß˙“˙š˙™˙‹˙Ń˙ß˙¨˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‘˙š˙š˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisCHI02xCin10Subtitle RTSDŐ˙Ť˙—˙š˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙ß˙˜˙˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙—˙˙“˙›˙ß˙Š˙‘˙‹˙–˙“˙ß˙‹˙—˙š˙†˙ß˙˜˙š˙‹˙ß˙—˙š˙˙š˙ LBL!DIALOGEVENT:MisCHI02xXO01Subtitle RTS*Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙Ţ˙ LBL!DIALOGEVENT:MisCHI02xXO02Subtitle RTS.Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL"DIALOGEVENT:MisCHI02xXO02aSubtitle RTS5Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙“˙ž˙‘˙‹˙Ţ˙ LBL!DIALOGEVENT:MisCHI02xXO03Subtitle RTS4Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL!DIALOGEVENT:MisCHI02xXO04Subtitle RTS^Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙˙Š˙‘˙”˙š˙˙ß˙–˙Œ˙ß˙˙ž˙›˙“˙†˙ß˙›˙ž˙’˙ž˙˜˙š˙›˙Ń˙ß˙˛˙ž˙†˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙–˙‹˙ß˙˙š˙ß˙˙š˙˙ž˙–˙˙š˙›˙ß˙˙š˙™˙˙˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisCHI02xXO04aSubtitle RTSdŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙“˙ž˙‘˙‹˙ß˙–˙Œ˙ß˙˙ž˙›˙“˙†˙ß˙›˙ž˙’˙ž˙˜˙š˙›˙Ń˙ß˙˛˙ž˙†˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙–˙‹˙ß˙˙š˙ß˙˙š˙˙ž˙–˙˙š˙›˙ß˙˙š˙™˙˙˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL!DIALOGEVENT:MisCHI02xXO05Subtitle RTSzŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙Œ˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Œ˙š˙‰˙š˙˙š˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙‘˙š˙›˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙˙Š˙‘˙”˙š˙˙Œ˙Ń˙ß˙ś˙™˙ß˙˙‘˙š˙ß˙˙™˙ß˙‹˙—˙š˙’˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙“˙“˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙š˙‘˙œ˙˙Š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisCHI02xXO05aSubtitle RTSmŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙Œ˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Œ˙š˙‰˙š˙˙š˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙‘˙š˙›˙ß˙‹˙—˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙“˙ž˙‘˙‹˙Ń˙ß˙ś˙™˙ß˙–˙‹˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙–˙“˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ţ˙ LBL!DIALOGEVENT:MisCHI02xXO06Subtitle RTS.Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙z˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL"DIALOGEVENT:MisCHI02xXO06aSubtitle RTS7Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙z˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Ţ˙ LBL!DIALOGEVENT:MisCHI02xXO07Subtitle RTSˇŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙Œ˙˙†˙ß˙˙Š˙‹˙˙˙Œ˙‹˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ń˙ß˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙˙ž˙‹˙œ˙—˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙š˙˙Œ˙ LBL!DIALOGEVENT:MisCHI02xXO08Subtitle RTSoŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙Œ˙˙†˙ß˙˙Š˙‹˙˙˙Œ˙‹˙Ó˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙–˙˙š˙œ˙‹˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙–˙‘˙˜˙ß˙˙Š˙‘˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ LBL!DIALOGEVENT:MisCHI02xXO09Subtitle RTSaŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ LBL%DIALOGEVENT:MisChi03RedChat12Subtitle RTS Ő˙Ť˙˙ß˙˙ž˙‹˙‹˙“˙š˙Ţ˙ LBL%DIALOGEVENT:MisChi03RedChat19Subtitle RTS Ő˙˝˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙‹˙ž˙‘˙”˙Œ˙Ţ˙ß˙ł˙š˙‰˙š˙“˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisCHI03xBrf01Subtitle RTSlŐ˙¸˙˙š˙š˙‹˙–˙‘˙˜˙Œ˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙Ń˙ß˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙ˆ˙ž˙˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙˙š˙Œ˙Œ˙ß˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙Ţ˙ LBL"DIALOGEVENT:MisCHI03xBrf02Subtitle RTS3Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ˆ˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙œ˙“˙Š˙‹˙œ˙—˙š˙Œ˙ LBL"DIALOGEVENT:MisCHI03xBrf03Subtitle RTSrŐ˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙‰˙š˙˙†˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‘˙˙˙‹˙—˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙ž˙‘˙ß˙š˙ž˙Œ˙†˙ß˙‹˙ž˙Œ˙”˙ LBL"DIALOGEVENT:MisCHI03xBrf04Subtitle RTSˇŐ˙°˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙‹˙‹˙˙ž˙œ˙‹˙š˙›˙ß˙’˙Š˙œ˙—˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙Ó˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ˆ˙ž˙‹˙œ˙—˙š˙›˙ß˙œ˙“˙˙Œ˙š˙“˙†˙Ń˙ß˙Ť˙—˙š˙ß˙“˙˙‘˙˜˙š˙˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˜˙˙š˙Œ˙ß˙˙‘˙Ó˙ß˙‹˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙ LBL"DIALOGEVENT:MisCHI03xBrf05Subtitle RTS¨Ő˙ť˙ž˙’˙ž˙˜˙š˙ß˙‹˙˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙˙˙˙š˙˙‹˙†˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙ž˙‰˙˙–˙›˙š˙›˙Ń˙ß˙°˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙˙˙š˙œ˙–˙Œ˙š˙Ó˙ß˙ž˙‘˙›˙ß˙Œ˙ˆ˙–˙™˙‹˙Ń˙ß˙ť˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙‹˙˙ß˙˙–˙Œ˙š˙Ó˙ß˙–˙‘˙ß˙˙Š˙˙ß˙™˙ž˙‰˙˙˙ LBL"DIALOGEVENT:MisCHI03xBrf09Subtitle RTS^Ő˙ś˙™˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙˙š˙œ˙˙’˙š˙Œ˙ß˙—˙–˙˜˙—˙ß˙š˙‘˙˙Š˙˜˙—˙Ó˙ß˙‹˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙˙ˆ˙‘˙ß˙’˙–˙˜˙—˙‹˙ß˙•˙˙–˙‘˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisCHI03xBrf10Subtitle RTS6Ő˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙—˙š˙‘˙ß˙˙š˙ß˙š˙ž˙Œ˙†˙ß˙‹˙˙ß˙ž˙‘˙‘˙–˙—˙–˙“˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI03xChat01Subtitle RTS7Ő˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙‘˙š˙ž˙˙ß˙—˙š˙˙š˙z˙ LBL#DIALOGEVENT:MisCHI03xChat02Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙ž˙’˙˙Š˙Œ˙—˙š˙›˙ß˙Š˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat03Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙ž˙’˙˙Š˙Œ˙—˙š˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat04Subtitle RTS!Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat05Subtitle RTS.Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙ž˙˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙“˙ž˙”˙š˙ LBL#DIALOGEVENT:MisCHI03xChat06Subtitle RTS*Ő˙Ť˙—˙š˙–˙˙ß˙‹˙˙˙˙˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙˙˙š˙Œ˙‹˙ LBL#DIALOGEVENT:MisCHI03xChat07Subtitle RTS"Ő˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙z˙ LBL#DIALOGEVENT:MisCHI03xChat08Subtitle RTS3Ő˙Ť˙—˙š˙–˙˙ß˙—˙–˙‹˙Ň˙ž˙‘˙›˙Ň˙˙Š˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙˙˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙œ˙˙‘˙‰˙š˙‘˙–˙š˙‘˙‹˙ LBL#DIALOGEVENT:MisCHI03xChat09Subtitle RTSŐ˙Ť˙—˙š˙ß˙˙Š˙˜˙˜˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat10Subtitle RTSŐ˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat11Subtitle RTSŐ˙ź˙˙Š˙Œ˙—˙ß˙‹˙—˙ž˙‹˙ß˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat12Subtitle RTS7Ő˙Ť˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙ž˙™˙˙ž˙–˙›˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙˙Š˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙—˙˙’˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI03xChat13Subtitle RTS(Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙’˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO01Subtitle RTSŐ˙Ť˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙–˙Œ˙š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Š˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO10Subtitle RTSšŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙–˙‹˙–˙œ˙ž˙“˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙Œ˙‹˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙™˙ß˙˙Š˙˙ß˙š˙™˙™˙˙˙‹˙Œ˙ß˙ž˙’˙˙‘˙˜˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙ LBL!DIALOGEVENT:MisCHI03xXO11Subtitle RTSJŐ˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙˙ž˙‹˙œ˙—˙š˙›˙ß˙ž˙ß˙Ť˙˙‡˙–˙œ˙ß˙Ť˙˙ž˙œ˙‹˙˙˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙‘˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO12Subtitle RTS@Ő˙°˙Š˙˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙ß˙—˙–˙˜˙—˙ß˙˙˙–˙˙˙–˙‹˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙z˙˜˙Š˙ž˙˙›˙ß˙‹˙—˙š˙’˙ß˙ˆ˙š˙“˙“˙ LBL!DIALOGEVENT:MisCHI03xXO13Subtitle RTSOŐ˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙ß˙—˙ž˙Œ˙ß˙œ˙ž˙Š˙Œ˙š˙›˙ß˙ˆ˙˙˙“˙›˙ß˙˙˙–˙‘˙–˙˙‘˙ß˙‹˙˙ß˙˙–˙Œ˙š˙ LBL!DIALOGEVENT:MisCHI03xXO16Subtitle RTS'Ő˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO17Subtitle RTS?Ő˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙›˙ž˙’˙ž˙˜˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ LBL!DIALOGEVENT:MisCHI03xXO18Subtitle RTS@Ő˙˝˙š˙ˆ˙ž˙˙š˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙œ˙ž˙’˙˙Ň˙‘˙š˙‹˙‹˙–˙‘˙˜˙ LBL!DIALOGEVENT:MisCHI03xXO19Subtitle RTSHŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙ˆ˙š˙“˙“˙Ň˙›˙š˙™˙š˙‘˙›˙š˙›˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ LBL!DIALOGEVENT:MisCHI03xXO20Subtitle RTSTŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙˜˙˙˙›˙ß˙˙˙˙˜˙˙š˙Œ˙Œ˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙Ń˙ß˙˛˙Š˙œ˙—˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙™˙˙š˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙œ˙˙‘˙‹˙˙˙“˙ LBL!DIALOGEVENT:MisCHI03xXO21Subtitle RTS-Ő˙Ź˙–˙˙Ţ˙ß˙Ť˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙–˙Œ˙ß˙˙–˙Œ˙–˙‘˙˜˙ß˙Š˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙™˙˙š˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO22Subtitle RTS/Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO23Subtitle RTS/Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙—˙–˙˜˙—˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙Ţ˙ LBL#DIALOGEVENT:MisCHI04xChat01Subtitle RTS-Ő˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙Œ˙œ˙ž˙˙š˙›˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙’˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat010Subtitle RTS,Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙”˙–˙˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙“˙ž˙”˙š˙Ń˙ß˙ś˙‘˙‹˙š˙˙œ˙š˙˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat011Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat012Subtitle RTS'Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat013Subtitle RTS'Ő˙ž˙˜˙ž˙–˙‘˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙“˙ž˙œ˙š˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat014Subtitle RTS(Ő˙ą˙˙ß˙˙‘˙š˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙˙™˙ß˙ź˙—˙–˙‘˙ž˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat015Subtitle RTSŐ˙Ź˙Š˙‘˙ß˙Ť˙…˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ß˙˙˙˙Š˙›˙ LBL$DIALOGEVENT:MisCHI04xChat016Subtitle RTSŐ˙Š˙–˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙˙Š˙˙Œ˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat017Subtitle RTSŐ˙ą˙˙‘˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙ž˙Œ˙Œ˙ LBL$DIALOGEVENT:MisCHI04xChat018Subtitle RTS$Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙‘˙–˙Œ˙—˙ß˙‹˙—˙š˙’˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙”˙–˙š˙Œ˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat019Subtitle RTSŐ˙°˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙Š˙‘˙Œ˙Š˙˙˙ž˙Œ˙Œ˙š˙›˙Ţ˙ LBL#DIALOGEVENT:MisCHI04xChat02Subtitle RTSŐ˙ź˙Š˙‹˙ß˙‹˙—˙š˙’˙ß˙˙™˙™˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat020Subtitle RTS$Ő˙Ť˙—˙š˙ß˙ˇ˙š˙“˙–˙‡˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙˙˙ˆ˙š˙˙—˙˙Š˙Œ˙š˙ LBL#DIALOGEVENT:MisCHI04xChat03Subtitle RTS&Ő˙¨˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙˜˙š˙‹˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙ž˙‹˙ß˙—˙–˙“˙“˙ LBL#DIALOGEVENT:MisCHI04xChat04Subtitle RTS:Ő˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙Š˙˙š˙“˙†˙ß˙˙ž˙Œ˙Œ˙ß˙˙†˙ß˙—˙š˙˙š˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙›˙š˙™˙š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ LBL#DIALOGEVENT:MisCHI04xChat05Subtitle RTSŐ˙ˇ˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙œ˙—˙˙”˙š˙ß˙˙˙–˙‘˙‹˙ LBL#DIALOGEVENT:MisCHI04xChat06Subtitle RTS!Ő˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL#DIALOGEVENT:MisCHI04xChat07Subtitle RTSŐ˙¨˙—˙ž˙‹˙ß˙ž˙˙š˙ß˙‹˙—˙š˙†˙ß˙›˙˙–˙‘˙˜˙Ŕ˙ LBL#DIALOGEVENT:MisCHI04xChat08Subtitle RTSŐ˙¨˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Ţ˙ LBL#DIALOGEVENT:MisCHI04xChat09Subtitle RTSŐ˙¨˙š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ž˙’˙˙Š˙Œ˙—˙š˙›˙Ţ˙ LBL#DIALOGEVENT:MisCHI04xChat15Subtitle RTS6Ő˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ń˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisCHI04xChat16Subtitle RTSOŐ˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙˙˙‘˙˜˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙ˆ˙š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙Ń˙ß˙Ź˙š˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ˇ˙š˙“˙–˙‡˙ß˙‘˙˙ˆ˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO01Subtitle RTS'Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙Œ˙š˙‘˙›˙–˙‘˙˜˙ß˙™˙˙˙‹˙—˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO02Subtitle RTS*Ő˙Ť˙—˙–˙Œ˙ß˙ˆ˙ž˙‰˙š˙ß˙–˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙ LBL!DIALOGEVENT:MisCHI04xXO03Subtitle RTS%Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO04Subtitle RTS$Ő˙Ť˙—˙–˙Œ˙ß˙ˆ˙ž˙‰˙š˙ß˙–˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO05Subtitle RTSxŐ˙Ť˙—˙š˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙Ş˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙š˙‡˙‹˙˙š˙’˙š˙“˙†˙ß˙˙“˙š˙ž˙Œ˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙ž˙†˙ß˙ž˙˜˙˜˙˙š˙Œ˙Œ˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL!DIALOGEVENT:MisCHI04xXO06Subtitle RTS!Ő˙Ť˙—˙–˙Œ˙ß˙™˙˙˙œ˙š˙ß˙ˆ˙ž˙Œ˙ß˙˙‘˙“˙†˙ß˙ž˙ß˙›˙–˙‰˙š˙˙Œ˙–˙˙‘˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO07Subtitle RTSVŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙Œ˙œ˙Š˙›˙ß˙Œ˙‹˙˙˙’˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙˙˙š˙ž˙›˙ß˙˙Š˙‹˙ß˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙›˙š˙‘˙†˙ß˙‹˙—˙š˙’˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO08Subtitle RTSŐ˙¨˙ž˙–˙‹˙z˙‹˙—˙š˙†˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙Š˙Œ˙z˙ LBL!DIALOGEVENT:MisCHI04xXO09Subtitle RTSHŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙—˙˙‘˙˙˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙œ˙–˙’˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙ž˙ß˙˙ž˙‹˙—˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO10Subtitle RTS0Ő˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙Œ˙Œ˙š˙’˙˙“˙š˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ LBL!DIALOGEVENT:MisCHI04xXO11Subtitle RTSOŐ˙°˙Š˙˙ß˙ˇ˙š˙“˙–˙‡˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙°˙‰˙š˙˙“˙˙˙›˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙”˙–˙š˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL!DIALOGEVENT:MisCHI04xXO12Subtitle RTS=Ő˙Ź˙–˙˙Ó˙ß˙ś˙ß˙˙š˙œ˙˙’˙’˙š˙‘˙›˙ß˙˙“˙ž˙œ˙–˙‘˙˜˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙ž˙‹˙ß˙”˙š˙†˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Œ˙ LBL!DIALOGEVENT:MisCHI04xXO13Subtitle RTS)Ő˙ź˙Š˙˙˙š˙‘˙‹˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙,i%,i%ß˙”˙š˙†˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Œ˙Ti%Ti%܍˙˙“˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙xi%xi%¸Ţ˙†˙ˆi%ˆi%¨Œ˙Œ˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙˙Ěi%Ěi%d˙˙‹˙Œ˙ß˙ž˙’˙˙‘˙˜˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙Ó˙j%j% ˙ß˙™˙ž˙‰˙˙˙–˙,j%,j%–˙“˙“˙ß˙™˙ž˙“˙“˙Hj%Hj%čß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙œj%œj%”‹˙ž˙˜˙š˙°j%°j%€¸j%x¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL!DIALOGEVENT:MisCHI04xXO14Subtitle RTSdŐ˙ź˙Š˙˙˙š˙‘˙‹˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙˙Š˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙—˙š˙˙‘˙¤i%¤i%Œ–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙˙Ěi%Ěi%d˙˙‹˙Œ˙ß˙ž˙’˙˙‘˙˜˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙Ó˙j%j% ˙ß˙™˙ž˙‰˙˙˙–˙,j%,j%–˙“˙“˙ß˙™˙ž˙“˙“˙Hj%Hj%čß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙œj%œj%”‹˙ž˙˜˙š˙°j%°j%€¸j%x¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X˙šk LBL!DIALOGEVENT:MisCHI04xXO15Subtitle RTS+Ő˙ž˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ˆ˙š˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO16Subtitle RTS2Ő˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ LBL!DIALOGEVENT:MisCHI04xXO17Subtitle RTS<Ő˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO18Subtitle RTS'Ő˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙š˙ž˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO19Subtitle RTS8Ő˙ž˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO20Subtitle RTS Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙ˆ˙ž˙‰˙š˙ß˙–˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ LBL!DIALOGEVENT:MisCHI04xXO21Subtitle RTSLŐ˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙ˆ˙˙˙”˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙ś˙‘˙‹˙š˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙ˆ˙ž˙‰˙š˙ LBL!DIALOGEVENT:MisCHI04xXO22Subtitle RTS*Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙˙˙š˙ž˙œ˙—˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL!DIALOGEVENT:MisCHI04xXO23Subtitle RTS&Ő˙˛˙Š˙“˙‹˙–˙˙“˙š˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL!DIALOGEVENT:MisCHI04xXO24Subtitle RTSFŐ˙°˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙˙š˙ž˙œ˙—˙š˙›˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙–˙“˙š˙›˙ß˙‹˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL!DIALOGEVENT:MisCHI04xXO25Subtitle RTSMŐ˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙Ó˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙Ń˙ß˙°˙Š˙‹˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙ž˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBL!DIALOGEVENT:MisCHI04xXO26Subtitle RTSdŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙“˙†˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO27Subtitle RTSsŐ˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙™˙“˙š˙š˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙–˙Œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Ń˙ß˙˛˙˙‰˙š˙ß˙–˙‘˙‹˙˙ß˙›˙š˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙ˆ˙ž˙–˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO28Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Î˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO29Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Í˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO30Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Ě˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO31Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Ë˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO32Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Ę˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO33Subtitle RTSsŐ˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙™˙Š˙“˙ß˙–˙‘˙ß˙˙˙š˙‰˙š˙‘˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙š˙‹˙˙š˙ž˙‹˙Ń˙ß˙¸˙˙˙›˙ß˙•˙˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL!DIALOGEVENT:MisCHI04xXO34Subtitle RTSPŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙š˙Œ˙œ˙ž˙˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙Ń˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙–˙“˙š˙›˙ß˙‹˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL&DIALOGEVENT:MisChi05OfficerC01Subtitle RTS3Ő˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙ˆ˙š˙ß˙œ˙˙˙˙š˙œ˙‹˙š˙›˙ß˙˙Š˙˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙Ń˙ß˙´˙–˙“˙“˙ß˙‹˙—˙š˙’˙ß˙ž˙“˙“˙Ţ˙ LBL&DIALOGEVENT:MisChi05OfficerC02Subtitle RTS@Ő˙ł˙š˙‹˙ß˙Š˙Œ˙ß˙™˙“˙Š˙Œ˙—˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙ž˙‹˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙—˙˙“˙š˙Œ˙Ń˙ß˙ť˙š˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisCHI05xBrf01Subtitle RTS+Ő˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙š˙’˙ž˙˙”˙ž˙˙“˙š˙ß˙š˙™˙™˙˙˙‹˙Œ˙ß˙–˙‘˙ß˙ˇ˙ž˙“˙˙š˙0i%0i%‹˙˙ß˙‹˙—˙š˙ß˙œ˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙–˙\i%\i%Ôš˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙‹˙|i%|i%´’˙†˙ß˙˙š˙‹˙˙š˙ž˙‹˙Ń˙ß˙¸˙˙˙›˙ß˙•˙˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕi%Ŕi%p‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙‹˙ôi%ôi%<Š˙“˙ž˙‹˙–˙˙‘˙Ó˙j%j% ˙ß˙™˙ž˙‰˙˙˙–˙,j%,j%–˙“˙“˙ß˙™˙ž˙“˙“˙Hj%Hj%čß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙œj%œj%”‹˙ž˙˜˙š˙°j%°j%€¸j%x¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL"DIALOGEVENT:MisCHI05xBrf02Subtitle RTS…Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙ž˙‘˙ß˙˙“˙›˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙ž˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙Š˙˙Ń˙ß˙Ś˙˙Š˙˙ß˙š˙–˙‘˙ž˙“˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙˙˙‹˙—˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ž˙‘˙›˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ LBL"DIALOGEVENT:MisCHI05xBrf03Subtitle RTS|Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙‘˙˙ˆ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙˙˙Š˙‹˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙Ń˙ß˙¨˙š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙ž˙†˙ß˙ž˙“˙š˙˙‹˙ LBL"DIALOGEVENT:MisCHI05xBrf04Subtitle RTS6Ő˙Ş˙Œ˙š˙ß˙†˙˙Š˙˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙‹˙˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL"DIALOGEVENT:MisCHI05xBrf05Subtitle RTSpŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙†˙˙Š˙ß˙™˙–˙˙Œ˙‹˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBL#DIALOGEVENT:MisCHI05xChat01Subtitle RTS4Ő˙ś˙‹˙ß˙™˙š˙š˙“˙Œ˙ß˙“˙–˙”˙š˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙˙‘˙ß˙ž˙‘˙ß˙ş˙ž˙Œ˙‹˙š˙˙ß˙ş˙˜˙˜˙ß˙—˙Š˙‘˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisCHI05xCin01Subtitle RTS'Ő˙ź˙˙˙˙˙˙ž˙“˙Ţ˙ß˙ž˙‘˙†˙ß˙Œ˙–˙˜˙‘˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙†˙š˙‹˙Ŕ˙ LBL"DIALOGEVENT:MisCHI05xCin02Subtitle RTS=Ő˙ą˙˙ß˙Œ˙–˙˙Ó˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙ß˙˙š˙œ˙š˙–˙‰˙š˙›˙ß˙ˆ˙ž˙Œ˙ß˙ž˙‹˙ß˙Ď˙Í˙Ĺ˙Ď˙Ď˙z˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙Œ˙–˙‘˙œ˙š˙ LBL"DIALOGEVENT:MisCHI05xCin03Subtitle RTSMŐ˙¨˙š˙“˙“˙Ó˙ß˙ś˙ß˙—˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙˜˙š˙‹˙ß˙—˙š˙˙š˙ß˙Œ˙˙˙‘˙Ń˙ß˙°˙Š˙˙ß˙–˙‘˙‹˙š˙“˙ß˙˙˙–˙‘˙‹˙Œ˙ß˙‹˙˙ß˙ž˙ß˙™˙Š˙“˙“˙Ň˙Œ˙œ˙ž˙“˙š˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisCHI05xCin04Subtitle RTS Ő˙Ś˙š˙Œ˙Ó˙ß˙Œ˙–˙˙ LBL"DIALOGEVENT:MisCHI05xCin06Subtitle RTSŐ˙¨˙—˙ž˙‹˙ß˙‹˙—˙š˙Ń˙Ń˙Ń˙Ţ˙Ŕ˙ß˙ş˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Ţ˙ LBL"DIALOGEVENT:MisCHI05xCin07Subtitle RTScŐ˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˙˙š˙ž˙œ˙—˙š˙›˙z˙Ń˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙Œ˙Ţ˙ß˙¨˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ˆ˙š˙ß˙ˆ˙š˙˙š˙ß˙˙˙˙’˙–˙Œ˙š˙›˙Ţ˙Ŕ˙ LBL"DIALOGEVENT:MisCHI05xCin08Subtitle RTS"Ő˙š˙˙‡˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙—˙˙“˙š˙Ţ˙ß˙š˙˙‡˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙—˙˙“˙š˙Ţ˙ LBL"DIALOGEVENT:MisCHI05xCin09Subtitle RTSŐ˙¨˙—˙š˙˙š˙Ř˙›˙ß˙‹˙—˙š˙†˙ß˙œ˙˙’˙š˙ß˙™˙˙˙’˙Ŕ˙Ţ˙ LBL"DIALOGEVENT:MisCHI05xCin10Subtitle RTSYŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙ž˙˙‹˙Š˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ß˙¨˙š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙—˙˙“˙›˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ó˙ß˙™˙ž˙“˙“˙ß˙˙ž˙œ˙”˙Ţ˙ß˙­˙š˙˙š˙ž˙‹˙Ó˙ß˙™˙ž˙“˙“˙ß˙˙ž˙œ˙”˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO01Subtitle RTSVŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙–˙‹˙Ţ˙ß˙Ż˙˙ˆ˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙š˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙š˙’˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙˙Š˙–˙“˙›˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO02Subtitle RTS=Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙‘˙ß˙‘˙˙ß˙“˙˙‘˙˜˙š˙˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙Ş˙Ź˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO03Subtitle RTS>Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙‘˙ß˙‘˙˙ß˙“˙˙‘˙˜˙š˙˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙¸˙ł˙ž˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO04Subtitle RTSaŐ˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL!DIALOGEVENT:MisCHI05xXO05Subtitle RTSaŐ˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL!DIALOGEVENT:MisCHI05xXO06Subtitle RTS`Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙ˆ˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙ž˙Œ˙ß˙‘˙˙‹˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙Š˙Œ˙‹˙ß˙™˙ž˙“˙“˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙‹˙ß˙˙š˙ž˙œ˙š˙ LBL!DIALOGEVENT:MisCHI05xXO07Subtitle RTSjŐ˙ś˙™˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙‘˙›˙ß˙Œ˙ž˙‰˙š˙ß˙ş˙Š˙˙˙˙š˙ß˙™˙˙˙’˙ß˙–˙‹˙Œ˙ß˙œ˙“˙Š˙‹˙œ˙—˙š˙Œ˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙˜˙˙š˙ž˙‹˙ß˙˙š˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙—˙ž˙›˙ LBL!DIALOGEVENT:MisCHI05xXO08Subtitle RTSžŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙†˙˙Š˙˙ß˙˙“˙ž˙œ˙š˙ß˙ž˙’˙˙‘˙˜˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙™˙–˙‘˙š˙Œ˙‹˙ß˙—˙š˙˙˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙ž˙‘˙›˙ß˙ź˙—˙–˙‘˙ž˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙Œ˙—˙–˙‘˙–˙‘˙˜˙ß˙˙š˙ž˙œ˙˙‘˙ß˙–˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ˆ˙˙˙“˙›˙Ń˙ß˙Ť˙ž˙”˙š˙ß˙†˙˙Š˙ß˙˙“˙ž˙œ˙š˙ß˙˙™˙ß˙—˙˙‘˙˙˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙”˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˜˙“˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙–˙Œ˙ß˙ź˙—˙–˙‘˙ž˙ LBL!DIALOGEVENT:MisCHI05xXO09Subtitle RTS`Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙›˙˙ß˙‘˙˙‹˙ß˙ž˙˙˙š˙ž˙˙ß˙‹˙˙ß˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO10Subtitle RTSZŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙–˙Œ˙ß˙“˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙˙‰˙š˙˙ˆ˙—˙š˙“˙’˙ß˙—˙–˙’˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO11Subtitle RTSdŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙˙ž˙œ˙”˙ß˙—˙–˙’˙ß˙›˙˙ˆ˙‘˙ß˙–˙™˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙ß˙œ˙—˙ž˙‘˙œ˙š˙ LBL!DIALOGEVENT:MisCHI05xXO12Subtitle RTS=Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ˇ˙ś˙ľ˙ž˙ź˙´˙ş˙­˙Ź˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙’˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO13Subtitle RTSXŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙š˙›˙ß˙Ź˙ą˙ś˙Ż˙ş˙­˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙“˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ LBL!DIALOGEVENT:MisCHI05xXO14Subtitle RTSXŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙—˙š˙ž˙‰˙†˙ß˙ž˙˙’˙˙˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙ LBL!DIALOGEVENT:MisCHI05xXO15Subtitle RTSRŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙–˙‘˙‹˙š˙“˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙Œ˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙’˙ž˙†˙ß˙˙š˙ß˙—˙˙“˙š˙›˙ß˙Š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙’˙ž˙“˙“˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ LBL!DIALOGEVENT:MisCHI05xXO16Subtitle RTS‰Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙˙ž˙Œ˙š˙ß˙Œ˙š˙š˙’˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙–˙‰˙š˙˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙“˙˙œ˙”˙ß˙—˙–˙’˙ß˙–˙‘˙ß˙˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙–˙‘˙˜˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO17Subtitle RTSTŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙’˙ž˙‘˙†˙ß˙›˙˙–˙‰˙š˙˙“˙š˙Œ˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙z˙Œ˙š˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙˙š˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBL!DIALOGEVENT:MisCHI05xXO18Subtitle RTShŐ˙Ź˙–˙˙Ţ˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˙Š˙Œ˙š˙Œ˙ß˙–˙‘˙ß˙Œ˙š˙œ˙‹˙˙˙ß˙ź˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ž˙œ˙—˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL!DIALOGEVENT:MisCHI05xXO19Subtitle RTSTŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙Œ˙“˙–˙˙˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙‹˙˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙–˙’˙˙˙˙‰˙š˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO20Subtitle RTS-Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙š˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO21Subtitle RTSYŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ť˙ž˙”˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙‹˙ß˙ž˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙—˙–˙Œ˙ß˙—˙š˙ž˙‰˙†˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBL!DIALOGEVENT:MisCHI05xXO22Subtitle RTSqŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙˙Š˙˙ß˙ś˙ą˙Ť˙ş˙­˙ą˙ş˙Ť˙ß˙ź˙ş˙ą˙Ť˙ş˙­˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙ž˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ń˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙“˙˙œ˙ž˙‹˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO23Subtitle RTSVŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙“˙š˙™˙‹˙ß˙—˙–˙Œ˙ß˙š˙“˙ž˙‘˙”˙ß˙Š˙‘˙˜˙Š˙ž˙˙›˙š˙›˙Ţ˙ß˙ą˙˙ˆ˙ß˙–˙Œ˙ß˙˙Š˙˙ß˙œ˙—˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO24Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙›˙š˙‹˙š˙œ˙‹˙–˙˙‘˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙Œ˙‹˙š˙ž˙›˙ß˙˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙–˙‹˙ LBL'DIALOGEVENT:MisChi07RedGuard108Subtitle RTSŐ˙ž˙’˙˙Š˙Œ˙—˙Ţ˙ LBL'DIALOGEVENT:MisGLA01Scorpion105Subtitle RTSŐ˙Ť˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ž˙˙š˙ß˙œ˙“˙˙Œ˙š˙ LBL'DIALOGEVENT:MisGLA01Scorpion108Subtitle RTS0Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙ž˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙ˆ˙ž˙†˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙˙˙˙“˙†˙ß˙˜˙Š˙ž˙˙›˙š˙›˙ LBL'DIALOGEVENT:MisGLA01Scorpion109Subtitle RTSŐ˙¨˙š˙Ř˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙™˙–˙˙š˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat01Subtitle RTS*Ő˙ş˙‘˙š˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:MisGLA01xChat02Subtitle RTS6Ő˙ş˙‘˙š˙’˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Œ˙˙˙‹˙‹˙š˙›˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙ˆ˙ž˙†˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat03Subtitle RTS$Ő˙ş˙‘˙š˙’˙†˙ß˙˙ž˙‹˙˙˙“˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ó˙ß˙˙˙š˙‘˙ß˙™˙–˙˙š˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat04Subtitle RTSRŐ˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙’˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙Œ˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙“˙ž˙˙’˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat05Subtitle RTS;Ő˙ł˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙š˙’˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙Ţ˙ß˙°˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙ž˙Œ˙ß˙ž˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat06Subtitle RTSCŐ˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙˙Œ˙ß˙œ˙“˙˙Œ˙–˙‘˙˜˙ß˙–˙‘˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙˙“˙›˙ß˙˙Š˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat07Subtitle RTSIŐ˙°˙Š˙˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ˆ˙ž˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ó˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙š˙ß˙˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat08Subtitle RTS%Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙—˙š˙ž˙‰˙†˙ß˙“˙˙Œ˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin01Subtitle RTS>Ő˙Ż˙ž˙‹˙˙˙“˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙Ĺ˙ß˙Ť˙ž˙˙˜˙š˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙Š˙˙Œ˙Š˙–˙‹˙ LBL"DIALOGEVENT:MisGLA01xCin02Subtitle RTSGŐ˙˝˙š˙ß˙ž˙›˙‰˙–˙Œ˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙˙˙’˙˙–˙‘˙˜˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙˙š˙˜˙Š˙‘˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙Ż˙ž˙‹˙˙˙“˙ LBL"DIALOGEVENT:MisGLA01xCin03Subtitle RTS#Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙Ř˙’˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ LBL"DIALOGEVENT:MisGLA01xCin04Subtitle RTSŐ˙ś˙Ř˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙“˙š˙™˙‹˙ LBL"DIALOGEVENT:MisGLA01xCin05Subtitle RTSŐ˙ś˙Ř˙’˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙™˙–˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin06Subtitle RTSŐ˙Ź˙‹˙ž˙†˙ß˙˙‘˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin07Subtitle RTS Ő˙ł˙˙˙”˙ß˙˙Š˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin08Subtitle RTS<Ő˙˝˙ž˙Œ˙š˙Ţ˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙‹˙—˙˙š˙š˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙­˙š˙˙š˙ž˙‹˙Ĺ˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙‹˙—˙˙š˙š˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin09Subtitle RTS=Ő˙ź˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙˙Š˙˙Œ˙Š˙–˙‹˙Ó˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙‹˙ˆ˙˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙Œ˙—˙˙‹˙ß˙ž˙‹˙ß˙—˙–˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin10Subtitle RTS"Ő˙ş˙Œ˙œ˙˙˙‹˙Œ˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙Ţ˙ß˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙—˙–˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin11Subtitle RTSŐ˙ą˙˙˙˙˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin12Subtitle RTSiŐ˙ˇ˙š˙—˙ß˙—˙š˙—˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙˙Š˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Ń˙ž˙‘˙›˙ß˙ž˙˙š˙ß˙—˙š˙ž˙›˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙š˙‘˙›˙š˙‰˙˙Š˙…˙ß˙˙˙–˙‘˙‹˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙–˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisGLA01xCin13Subtitle RTS#Ő˙ž˙™˙™˙–˙˙’˙ž˙‹˙–˙‰˙š˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙Š˙‹˙ LBL"DIALOGEVENT:MisGLA01xCin14Subtitle RTS7Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙Œ˙œ˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙Ń˙ß˙¨˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙‘˙˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙Ń˙ß˙¨˙ž˙–˙‹˙z˙ LBL"DIALOGEVENT:MisGLA01xCin15Subtitle RTS*Ő˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙’˙˙Š˙Œ˙—˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙Š˙Œ˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin16Subtitle RTS„Ő˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙Ţ˙ß˙Ť˙—˙š˙Œ˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ž˙˙š˙ß˙’˙˙Œ˙‹˙ß˙œ˙“˙š˙‰˙š˙˙Ń˙ß˙Ť˙—˙š˙–˙˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙–˙“˙“˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙œ˙š˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙œ˙ž˙Š˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisGLA01xKen01Subtitle RTS_Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙ß˙˙Š˙˙ß˙Œ˙‹˙˙˙‘˙˜˙—˙˙“˙›˙ß˙ˆ˙–˙‹˙—˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙œ˙—˙š˙œ˙”˙˙˙–˙‘˙‹˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisGLA01xKen02Subtitle RTSKŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙š˙“˙˙ß˙˙Š˙˙ß˙‹˙˙Š˙š˙ß˙“˙š˙ž˙›˙š˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Ó˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙‘˙ß˙“˙–˙‰˙š˙ß˙˙‘˙ LBL"DIALOGEVENT:MisGLA01xKen03Subtitle RTS‡Ő˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙˙Š˙‹˙ß˙—˙š˙ß˙ˆ˙ž˙Œ˙ß˙–˙‘˙œ˙˙‘˙Œ˙š˙Ž˙Š˙š˙‘˙‹˙–˙ž˙“˙Ń˙ß˙ś˙™˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Œ˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL"DIALOGEVENT:MisGLA01xKen04Subtitle RTS˜Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙Œ˙‹˙˙˙‘˙˜˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙‰˙˙–˙›˙ß˙ž˙ß˙›˙–˙˙š˙œ˙‹˙ß˙œ˙˙‘˙™˙˙˙‘˙‹˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙™˙–˙‘˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙†˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA01xKen05Subtitle RTSˆŐ˙ˇ˙˙“˙›˙ß˙†˙˙Š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙Œ˙š˙‘˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙ž˙ß˙‹˙š˙ž˙’˙ß˙‹˙˙ß˙Œ˙œ˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˙˙˙‹˙ß˙˙ž˙œ˙”˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen06Subtitle RTSÁŐ˙˛˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙Ž˙Š˙–˙œ˙”˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙‹˙š˙ž˙’˙Œ˙ß˙—˙ž˙Œ˙ß˙’˙ž˙‘˙ž˙˜˙š˙›˙ß˙‹˙˙ß˙š˙“˙Š˙›˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˙Š˙˙Œ˙Š˙š˙˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙—˙ž˙‰˙š˙ß˙ž˙˜˙˙š˙š˙›˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ń˙ß˙Ť˙—˙š˙–˙˙ß˙˙˙œ˙”˙š˙‹˙ß˙˙˙›˙Œ˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙˙˙‰˙š˙ß˙’˙˙Œ˙‹˙ß˙Š˙Œ˙š˙™˙Š˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙˙’˙˙˙ LBL"DIALOGEVENT:MisGLA01xKen07Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙‹˙š˙ž˙’˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙ž˙ß˙˙ž˙‹˙—˙ß˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙Š˙‹˙“˙†˙–˙‘˙˜˙ß˙Ş˙Ź˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen08Subtitle RTSyŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙˙“˙ž˙‘˙š˙ß˙ž˙˙˙–˙‰˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙›˙š˙˙š˙‘˙›˙Œ˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen09Subtitle LBL"DIALOGEVENT:MisGLA01xKen10Subtitle RTSmŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙‘˙‹˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙˜˙˙˙Š˙˙ß˙˙™˙ß˙˙Š˙˙Œ˙Š˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙Ń˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙—˙–˙’˙ß˙ž˙‹˙ß˙ž˙“˙“˙ß˙œ˙˙Œ˙‹˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xKen11Subtitle RTS{Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙˙ž˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙˙˙‰˙–˙›˙š˙ß˙Š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙Œ˙—˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙–˙š˙˜˙š˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ LBL"DIALOGEVENT:MisGLA01xKen12Subtitle RTSHŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ß˙ˇ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙™˙ž˙“˙“˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xKen13Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙˙ß˙™˙ž˙˙ß˙ž˙—˙š˙ž˙›˙ß˙˙™˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙Ń˙ß˙­˙š˙’˙š˙’˙˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙—˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙–˙™˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ LBL"DIALOGEVENT:MisGLA01xKen14Subtitle RTSOŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙‹˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙Ń˙ß˙˝˙š˙ß˙ˆ˙ž˙˙†˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙Œ˙Ó˙ß˙Œ˙–˙˙ LBL"DIALOGEVENT:MisGLA01xKen15Subtitle RTSƒŐ˙¨˙š˙ß˙ž˙˙š˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙˙š˙ž˙œ˙—˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙’˙ž˙†˙ß˙™˙“˙†˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙‹˙˙ß˙Œ˙ž˙™˙š˙‹˙†˙ LBL"DIALOGEVENT:MisGLA01xKen16Subtitle RTS9Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙–˙‹˙—˙ß˙†˙˙Š˙ß˙–˙‘˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙‘˙˙‹˙ß˙™˙ž˙–˙“˙ LBL"DIALOGEVENT:MisGLA01xKen17Subtitle RTSuŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙–˙Œ˙ß˙˙š˙ž˙›˙†˙ß˙ž˙‘˙›˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙Œ˙‹˙˙–˙˙ß˙ˆ˙—˙š˙‘˙ß˙—˙–˙Œ˙ß˙˙“˙ž˙‘˙š˙ß˙ž˙˙˙–˙‰˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen18Subtitle RTS}Ő˙°˙Š˙˙ß˙˙“˙ž˙‘˙š˙ß˙–˙Œ˙ß˙˙‘˙ß˙ž˙˙˙˙˙ž˙œ˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ľ˙Š˙Œ˙‹˙ß˙—˙˙“˙›˙ß˙†˙˙Š˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙™˙˙˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙“˙˙‘˙˜˙š˙˙Ń˙ß˙°˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙‹˙˙ß˙˙˙ž˙˙›˙ß˙‹˙—˙ž˙‹˙ß˙˙“˙ž˙‘˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xKen19Subtitle RTSWŐ˙Ť˙—˙š˙ß˙˙“˙ž˙‘˙š˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙Ń˙ß˙ł˙˙ž˙›˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙–˙‘˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙’˙ž˙†˙ß˙™˙“˙†˙ß˙—˙–˙’˙ß˙‹˙˙ß˙Œ˙ž˙™˙š˙‹˙†˙ß˙ž˙‘˙›˙ß˙˙š˙˜˙˙˙Š˙˙ LBL"DIALOGEVENT:MisGLA01xKen20Subtitle RTS’Ő˙Ť˙—˙š˙ß˙˙“˙ž˙‘˙š˙ß˙–˙Œ˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙‹˙˙ß˙˙˙ž˙˙›˙Ń˙ß˙˛˙ž˙”˙š˙ß˙—˙ž˙Œ˙‹˙š˙ß˙ž˙‘˙›˙ß˙˙˙–˙‘˙˜˙ß˙—˙–˙’˙ß˙–˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙—˙˙“˙›˙ß˙˙Š˙‹˙ß˙–˙‘˙›˙š˙™˙–˙‘˙–˙‹˙š˙“˙†˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen21Subtitle RTS{Ő˙°˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙Ó˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ó˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙—˙ž˙˙ž˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙Š˙˙˙“˙†˙ß˙“˙–˙‘˙š˙Œ˙Ń˙ß˙ˇ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙™˙ß˙˜˙˙š˙ž˙‹˙ß˙—˙š˙“˙˙ß˙‹˙˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisGLA01xKen22Subtitle RTS`Ő˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙˙š˙Œ˙–˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA01xKen23Subtitle RTSaŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙‘˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙ß˙Œ˙œ˙˙Š˙‹˙ß˙™˙˙˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙˙™˙™˙š˙˙š˙›˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA01xKen24Subtitle RTSNŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ť˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ß˙‹˙˙ß˙Œ˙—˙Š˙‹˙ß˙›˙˙ˆ˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xKen25Subtitle RTSOŐ˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ˆ˙š˙ž˙”˙š˙‘˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙—˙˙˙Œ˙š˙ß˙˙Š˙˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙ß˙’˙˙˙š˙ß˙ˆ˙–˙Œ˙š˙“˙†˙ LBL%DIALOGEVENT:MisGLA02Chatter04Subtitle RTS'Ő˙¨˙š˙ß˙ž˙˙š˙ß˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBL%DIALOGEVENT:MisGLA02Chatter18SubtitleWRTSŐ˙Ź˙˙ß˙’˙Š˙œ˙—˙ß˙™˙˙˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ superiorite LBL%DIALOGEVENT:MisGLA02General07Subtitle RTS'Ő˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙Ń˙ß˙¸˙š˙‹˙ß˙˙š˙ž˙›˙†˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat01Subtitle RTSŐ˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat02Subtitle RTS8Ő˙Ť˙—˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙Œ˙‹˙˙˙‘˙˜˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙†˙ LBL#DIALOGEVENT:MisGLA02xChat03Subtitle RTS:Ő˙Ť˙—˙š˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙™˙ž˙“˙“˙ß˙‹˙˙ß˙—˙–˙’˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat04Subtitle RTSŐ˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat05Subtitle RTSŐ˙°˙Š˙˙ß˙Ż˙ž˙“˙ž˙œ˙š˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat06Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL#DIALOGEVENT:MisGLA02xChat07Subtitle RTS(Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙˙Š˙˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ LBL"DIALOGEVENT:MisGLA02xCin01Subtitle RTSCŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙­˙š˙œ˙˙‘˙ß˙Î˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙ß˙ž˙’˙ß˙™˙–˙‘˙–˙Œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙‹˙˙˙“˙Ń˙ß˙Ź˙š˙œ˙‹˙˙˙ß˙–˙Œ˙ß˙œ˙“˙š˙ž˙˙ LBL"DIALOGEVENT:MisGLA02xCin02Subtitle RTSeŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙œ˙š˙˙‹˙ž˙–˙‘˙Ó˙ß˙­˙š˙œ˙˙‘˙ß˙Î˙Ŕ˙ß˙¨˙š˙Ř˙‰˙š˙ß˙—˙ž˙›˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙˙™˙ß˙‹˙˙˙˙˙ß˙’˙˙‰˙š˙’˙š˙‘˙‹˙Œ˙ß˙“˙–˙‘˙”˙š˙›˙ß˙‹˙˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ LBL"DIALOGEVENT:MisGLA02xCin03Subtitle RTSkŐ˙ś˙ß˙ž˙’˙ß˙’˙˙Œ˙‹˙ß˙œ˙š˙˙‹˙ž˙–˙‘˙Ń˙ß˙ś˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙Œ˙š˙š˙‘˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙›˙Š˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙Œ˙—˙˙Š˙˙Œ˙ß˙™˙˙˙ß˙—˙˙Š˙˙Œ˙ß˙‘˙˙ˆ˙Ń˙ß˙­˙š˙‹˙Š˙˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙ß˙ž˙™˙‹˙š˙˙ß˙‹˙—˙–˙Œ˙ LBL"DIALOGEVENT:MisGLA02xCin04Subtitle RTS Ő˙¨˙—˙ž˙‹˙ß˙‹˙—˙š˙z˙Ŕ˙ LBL"DIALOGEVENT:MisGLA02xCin05Subtitle RTS7Ő˙­˙š˙œ˙˙‘˙ß˙Î˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙Ţ˙ß˙ş˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Ţ˙ß˙­˙š˙˙š˙ž˙‹˙Ó˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xCin06Subtitle RTS Ő˙­˙š˙œ˙˙‘˙ß˙Î˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ŕ˙ LBL"DIALOGEVENT:MisGLA02xCin07Subtitle RTSŐ˙ˇ˙š˙Ř˙Œ˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙™˙–˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xCin08Subtitle RTS/Ő˙­˙š˙œ˙˙‘˙ß˙Î˙Ó˙ß˙ˆ˙—˙ž˙‹˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙ž˙‹˙Š˙Œ˙Ŕ˙ß˙­˙š˙œ˙˙‘˙ß˙Î˙Ţ˙ß˙­˙š˙˙˙˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xCin09Subtitle RTSŐ˙°˙‘˙œ˙š˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙˙š˙’˙˙‰˙š˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙˙Š˙˙ß˙œ˙˙‘˙‹˙˙˙“˙Ń˙ß˙Ť˙—˙š˙‘˙ß˙‰˙š˙‘˙˜˙š˙ž˙‘˙œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙–˙‘˙™˙–˙›˙š˙“˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙˙‘˙ LBL"DIALOGEVENT:MisGLA02xCin10Subtitle RTSdŐ˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙ˆ˙—˙š˙˙š˙‰˙š˙˙ß˙—˙š˙ß˙œ˙ž˙‘˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙Š˙‹˙ß˙ž˙‘˙ß˙š˙‘˙›˙ß˙‹˙˙ß˙—˙–˙Œ˙ß˙‰˙–˙š˙ß˙™˙˙˙ß˙˙˙ˆ˙š˙˙ LBL"DIALOGEVENT:MisGLA02xKen01Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙Ň˙Ň˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen02Subtitle RTSdŐ˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙—˙–˙’˙ß˙‹˙ž˙”˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙–˙Œ˙ß˙˙–˙˜˙—˙‹˙™˙Š˙“˙“˙†˙ß˙˙Š˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen03Subtitle RTS*Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙Š˙‘˙–˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Š˙‘˙›˙š˙˙ß˙˙‘˙š˙ß˙“˙š˙ž˙›˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen04Subtitle RTS7Ő˙˝˙š˙ˆ˙ž˙˙š˙Ţ˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙—˙ž˙Œ˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙ž˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen05Subtitle RTSgŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙’˙Š˙œ˙—˙ß˙˙–˙˜˙˜˙š˙˙ß˙˙“˙ž˙‘˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙‹˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ń˙ß˙Ť˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙Ž˙Š˙ž˙”˙š˙ß˙ž˙Œ˙ß˙ˆ˙š˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙™˙Š˙˙†˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL"DIALOGEVENT:MisGLA02xKen06Subtitle RTSVŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙œ˙Ž˙Š˙–˙˙š˙›˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙Ţ˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙—˙–˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen07Subtitle RTS>Ő˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ß˙‹˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen08Subtitle RTS"Ő˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙ LBL"DIALOGEVENT:MisGLA02xKen09Subtitle RTSTŐ˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA02xKen10Subtitle RTS…Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙–˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙”˙‘˙˙ˆ˙“˙š˙›˙˜˙š˙ß˙‹˙˙ß˙˙˙˙˜˙˙š˙Œ˙Œ˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙˙Š˙˙ß˙˜˙˙ž˙“˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Š˙‘˙›˙š˙˙ß˙˙‘˙š˙ß˙™˙“˙ž˙˜˙ LBL"DIALOGEVENT:MisGLA02xKen11Subtitle RTSCŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙˙‘˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙Œ˙˙’˙š˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisGLA02xKen12Subtitle RTS=Ő˙°˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙˙Š˙˙ß˙°˙–˙“˙ß˙Ź˙Š˙˙˙“˙†˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen13Subtitle RTS7Ő˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙ß˙‹˙˙ß˙Œ˙‘˙š˙ž˙”˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen14Subtitle RTSmŐ˙Ť˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ˆ˙˙˙”˙ß˙—˙š˙˙š˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙Ń˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙ž˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ LBL"DIALOGEVENT:MisGLA02xKen15Subtitle RTSJŐ˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙–˙‘˙›˙ß˙ž˙‘˙ß˙Š˙‘˙˜˙Š˙ž˙˙›˙š˙›˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA02xKen16Subtitle RTSWŐ˙ť˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ž˙‘˙›˙ß˙”˙š˙š˙˙ß˙–˙‹˙ß˙–˙‘˙‹˙ž˙œ˙‹˙ LBL"DIALOGEVENT:MisGLA02xKen17Subtitle RTSVŐ˙Ť˙—˙š˙–˙˙ß˙”˙‘˙˙ˆ˙“˙š˙›˙˜˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen18Subtitle RTS8Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙š˙ß˙ˆ˙ž˙˙†˙ß˙˙™˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙Ň˙Ň˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙“˙˙‰˙š˙Œ˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA02xKen19Subtitle RTSNŐ˙Ť˙—˙–˙Œ˙ß˙˙˙–˙›˙˜˙š˙ß˙–˙Œ˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ß˙–˙‘˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisGLA02xKen20Subtitle RTS/Ő˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen21Subtitle RTS.Ő˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen22Subtitle RTSKŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙™˙˙˙œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen23Subtitle RTS]Ő˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙‹˙˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL"DIALOGEVENT:MisGLA02xKen24Subtitle RTSMŐ˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙˙˙š˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙‘˙œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙Š˙‘˙–˙‹˙š˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen25Subtitle RTSQŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙¸˙Ż˙Ź˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙’˙˙‰˙š˙ß˙Š˙‘˙Œ˙š˙š˙‘˙ß˙˙ž˙Œ˙‹˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙˙˙–˙›˙˜˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen26Subtitle RTS•Ő˙Ť˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙ß˙—˙ž˙Œ˙ß˙™˙˙˙‹˙–˙™˙–˙š˙›˙ß˙—˙–˙’˙Œ˙š˙“˙™˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙–˙“˙“˙‹˙˙˙ß˙ž˙‘˙›˙ß˙œ˙Š˙‹˙ß˙ž˙“˙“˙ß˙˙‹˙—˙š˙˙ß˙’˙š˙ž˙‘˙Œ˙ß˙˙™˙ß˙ž˙œ˙œ˙š˙Œ˙Œ˙Ń˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙ˆ˙ž˙†˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ž˙‹˙ß˙—˙–˙Œ˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA02xKen27Subtitle RTS–Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙œ˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙˙†˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ń˙ß˙ˇ˙š˙ß˙—˙ž˙Œ˙ß˙‹˙Š˙˙‘˙š˙›˙ß˙—˙–˙Œ˙ß˙˙ž˙œ˙”˙ß˙˙‘˙ß˙—˙–˙Œ˙ß˙˙˙š˙‹˙—˙˙š˙‘˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙–˙‘˙™˙–˙›˙š˙“˙Œ˙ LBL"DIALOGEVENT:MisGLA02xKen28Subtitle RTSˆŐ˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙ž˙ß˙’˙ž˙Œ˙‹˙š˙˙ß˙˙™˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙Ó˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙—˙–˙Œ˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙˙“˙ž˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙Ń˙ß˙ˇ˙š˙ß˙˙š˙™˙Š˙Œ˙š˙Œ˙ß˙‹˙˙ß˙Œ˙—˙ž˙˙š˙ß˙—˙–˙Œ˙ß˙”˙‘˙˙ˆ˙“˙š˙›˙˜˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Š˙Œ˙Ó˙ß˙Œ˙˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙–˙‹˙ß˙™˙˙˙’˙ß˙—˙–˙’˙ LBL"DIALOGEVENT:MisGLA02xKen29Subtitle RTSŒŐ˙ž˙ß˙¸˙ł˙ž˙ß˙Œ˙˙“˙–˙‘˙‹˙š˙˙ß˙œ˙š˙“˙“˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙›˙ß˙˙†˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙œ˙˙‘˙‹˙˙˙“˙“˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙˙š˙™˙Š˙Œ˙š˙Œ˙ß˙‹˙˙ß˙“˙š˙‹˙ß˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙—˙–˙Œ˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙›˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL"DIALOGEVENT:MisGLA02xKen30Subtitle RTS`Ő˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙ž˙ß˙’˙ž˙Œ˙‹˙š˙˙ß˙˙™˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙Ó˙ß˙˙š˙“˙†˙–˙‘˙˜˙ß˙˙‘˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙‹˙š˙œ˙—˙‘˙–˙Ž˙Š˙š˙Œ˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ž˙‘˙›˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA02xKen31Subtitle RTSQŐ˙¸˙Ż˙Ź˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙ß˙˜˙–˙‰˙š˙Œ˙ß˙—˙–˙’˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙ž˙‘˙†˙ß˙Š˙‘˙–˙‹˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙Š˙‘˙Œ˙š˙š˙‘˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ LBL"DIALOGEVENT:MisGLA02xKen32Subtitle RTS8Ő˙Ť˙Š˙‘˙‘˙š˙“˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙˙™˙™˙š˙˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisGLA02xKen33Subtitle RTS›Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙Ń˙ß˙ś˙™˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙—˙ž˙˙š˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙’˙ß˙™˙˙˙’˙ß˙—˙–˙’˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙—˙–˙Œ˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙Š˙˙‘˙ß˙—˙–˙Œ˙ß˙˙ˆ˙‘˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙—˙–˙’˙Ţ˙ LBL$DIALOGEVENT:MisGLA03Kenwar03Subtitle RTSŐ˙š˙˙š˙š˙ß˙˙Š˙˙ß˙–˙’˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ LBL$DIALOGEVENT:MisGLA03Kenwar15Subtitle RTS<Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙ž˙ß˙Ż˙˙–˙Œ˙˙‘˙ß˙ź˙ž˙’˙˙Ó˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙ž˙˙š˙ß˙—˙š˙“˙›˙ß˙–˙‘˙Œ˙–˙›˙š˙ LBL"DIALOGEVENT:MisGLA03xBrf01Subtitle RTSŐ˙¨˙š˙“˙œ˙˙’˙š˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xBrf02Subtitle RTSmŐ˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙ˆ˙ž˙Œ˙ß˙‹˙˙˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Œ˙Š˙œ˙—˙ß˙ž˙Œ˙ß˙‹˙—˙–˙Œ˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙‹˙˙Š˙“˙†˙ß˙ž˙ß˙’˙ž˙Œ˙‹˙š˙˙ß˙’˙–˙‘˙›˙ LBL"DIALOGEVENT:MisGLA03xBrf03Subtitle RTSVŐ˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙ß˙‘˙ž˙‰˙ž˙“˙ß˙™˙˙˙œ˙š˙ß˙–˙Œ˙ß˙Œ˙—˙ž˙‹˙‹˙š˙˙š˙›˙ß˙ž˙“˙“˙ß˙˙™˙ß˙ş˙Š˙˙˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˜˙˙ž˙Œ˙˙ LBL"DIALOGEVENT:MisGLA03xBrf04Subtitle RTSDŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙Š˙‘˙–˙‹˙š˙›˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙˙Š˙˙ß˙Œ˙‹˙˙š˙‘˙˜˙‹˙—˙ß˙™˙š˙“˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xBrf05Subtitle RTS:Ő˙Ť˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙—˙ž˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙Š˙˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙ LBL"DIALOGEVENT:MisGLA03xBrf06Subtitle RTSoŐ˙˝˙Š˙‹˙ß˙˙š˙™˙˙˙š˙ß˙–˙‹˙ß˙ˆ˙ž˙Œ˙ß˙ˆ˙–˙˙š˙›˙ß˙˙Š˙‹˙Ó˙ß˙ˆ˙š˙ß˙“˙š˙ž˙˙‘˙š˙›˙ß˙˙™˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‘˙›˙ß˙‘˙ž˙‰˙ž˙“˙ß˙™˙“˙š˙š˙‹˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA03xBrf07Subtitle RTSŐ˙˛˙˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙—˙–˙˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙˙‹˙ß˙ž˙‘˙›˙ß˙—˙š˙“˙˙“˙š˙Œ˙Œ˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙š˙ž˙“˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xBrf08Subtitle RTS?Ő˙ł˙˙˙”˙ß˙™˙˙˙ß˙ž˙‘˙ß˙˙˙˙˙˙‹˙Š˙‘˙–˙‹˙†˙ß˙‹˙˙ß˙˙š˙œ˙“˙ž˙–˙’˙ß˙ž˙‘˙›˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙˙Š˙˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙˙ž˙Œ˙š˙ LBL#DIALOGEVENT:MisGLA03xChat01Subtitle RTSŐ˙¨˙š˙Ř˙“˙“˙ß˙›˙–˙š˙ß˙™˙˙˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat02Subtitle RTSŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙‘˙š˙ß˙˙–˙‹˙š˙Œ˙ß˙‹˙—˙š˙ß˙›˙Š˙Œ˙‹˙ LBL#DIALOGEVENT:MisGLA03xChat03Subtitle RTSŐ˙˛˙˙˙š˙ß˙‰˙–˙œ˙‹˙–˙’˙Œ˙ß˙™˙˙˙ß˙’˙š˙ LBL#DIALOGEVENT:MisGLA03xChat04Subtitle RTSŐ˙˛˙˙ˆ˙ß˙‹˙—˙š˙’˙ß˙›˙˙ˆ˙‘˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat05Subtitle RTSŐ˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙š˙Œ˙œ˙ž˙˙š˙ß˙˙Š˙˙ß˙ˆ˙˙ž˙‹˙—˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat06Subtitle RTS!Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙ˆ˙—˙š˙˙š˙ß˙ˆ˙š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat07Subtitle RTSŐ˙Š˙–˙œ˙‹˙˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat08Subtitle RTSŐ˙Ť˙—˙ž˙‹˙ß˙’˙ž˙›˙š˙ß˙ž˙ß˙˙–˙˜˙ß˙Œ˙˙“˙ž˙Œ˙—˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xCin01Subtitle RTS%Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙‹˙—˙–˙Œ˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xCin02Subtitle RTS)Ő˙Ť˙—˙š˙–˙˙ß˙œ˙ž˙˙˙–˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙Š˙˙‘˙š˙›˙ß˙–˙‘˙‹˙˙ß˙Œ˙œ˙˙ž˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xCin03Subtitle RTS%Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙‰˙š˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen01Subtitle RTS+Ő˙°˙Š˙˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙œ˙˙Š˙“˙›˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙ž˙‘˙”˙ß˙š˙ž˙Œ˙–˙“˙†˙z˙ LBL"DIALOGEVENT:MisGLA03xKen02Subtitle RTS>Ő˙Ť˙—˙ž˙‹˙ß˙­˙ž˙‘˙˜˙š˙˙ß˙–˙Œ˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙™˙˙˙ß˙—˙š˙“˙˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙—˙–˙’˙ß˙˜˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisGLA03xKen03Subtitle RTSKŐ˙¨˙š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙Œ˙–˙‘˙”˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙ž˙˙˙–˙š˙˙Ń˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙–˙‹˙ß˙ˆ˙š˙“˙“˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen04Subtitle RTSYŐ˙°˙Š˙˙ß˙˙š˙˙š˙“˙Œ˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL"DIALOGEVENT:MisGLA03xKen05Subtitle RTSHŐ˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙˙Š˙˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙˙‘˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙Œ˙“˙ž˙‘˙›˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen06Subtitle RTS.Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙ß˙˙–˙“˙˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙—˙–˙Œ˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen07Subtitle RTS#Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙ž˙™˙‹˙š˙˙ß˙‹˙—˙š˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen08Subtitle RTSŐ˙Ť˙—˙–˙Œ˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙Š˙˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen09Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙Ż˙ž˙“˙ž˙œ˙š˙ LBL"DIALOGEVENT:MisGLA03xKen10Subtitle RTS$Ő˙Ť˙—˙–˙Œ˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙˙‰˙š˙ß˙Š˙Œ˙ß˙ˆ˙š˙“˙“˙ LBL"DIALOGEVENT:MisGLA03xKen11Subtitle RTS&Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙œ˙“˙ž˙–˙’˙š˙›˙ß˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen12Subtitle RTSxŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ŕ˙ß˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙˙Š˙“˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙›˙˙˙˙ß˙…˙˙‘˙š˙Œ˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙˙Š˙“˙›˙ß˙œ˙˙–˙˙˙“˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen13Subtitle RTS*Ő˙ž˙—˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙‡˙–˙œ˙ß˙‹˙˙ž˙œ˙‹˙˙˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙’˙š˙ß˙–˙‘˙ß˙—˙ž˙‘˙›˙†˙ LBL"DIALOGEVENT:MisGLA03xKen14Subtitle RTS6Ő˙Ť˙—˙š˙Œ˙š˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙™˙š˙‘˙›˙ß˙Š˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"DIALOGEVENT:MisGLA03xKen15Subtitle RTS)Ő˙Ť˙—˙š˙Œ˙š˙ß˙˛˙ž˙˙ž˙Š˙›˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙Œ˙‹˙ß˙˙Š˙˙ß˙™˙–˙˙š˙˙˙ˆ˙š˙˙ LBL"DIALOGEVENT:MisGLA03xKen16Subtitle RTS6Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen17Subtitle RTS?Ő˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Œ˙ž˙™˙š˙“˙†˙ß˙˙œ˙œ˙Š˙˙†˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisGLA03xKen18Subtitle RTS4Ő˙´˙–˙“˙“˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen19Subtitle RTSBŐ˙Ť˙—˙š˙†˙ß˙’˙ž˙†˙ß˙˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ţ˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen20Subtitle RTS#Ő˙ź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙Ţ˙ß˙­˙ž˙“˙“˙†˙ß˙˙Š˙˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen21Subtitle RTS(Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙™˙š˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen22Subtitle RTS/Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen23Subtitle RTS2Ő˙Ť˙—˙š˙–˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙˙Š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen24Subtitle RTSeŐ˙Ť˙—˙˙Œ˙š˙ß˙œ˙“˙š˙‰˙š˙˙ß˙‰˙–˙“˙“˙ž˙–˙‘˙Œ˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙˙Š˙˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL"DIALOGEVENT:MisGLA03xKen25Subtitle RTScŐ˙ž˙“˙’˙˙Œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen26Subtitle RTSUŐ˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙Œ˙˙’˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙Ó˙ß˙ˆ˙š˙ß˙œ˙˙Š˙“˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA03xKen27Subtitle RTS(Ő˙ž˙—˙—˙Ń˙Ń˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙˜˙˙˙›˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen28Subtitle RTSOŐ˙Ť˙—˙–˙Œ˙ß˙˙ž˙Œ˙Œ˙ß˙–˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙˙“˙ž˙Œ˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙ LBL"DIALOGEVENT:MisGLA03xKen29Subtitle RTS*Ő˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙˙ž˙Œ˙Œ˙ß˙–˙Œ˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙˜˙Š˙ž˙˙›˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen30Subtitle RTS.Ő˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙›˙–˙Œ˙˙ž˙‹˙œ˙—˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙–˙Œ˙“˙ž˙‘˙›˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen31Subtitle RTS.Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙—˙˙˙˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˙˙–˙‘˙˜˙–˙‘˙˜˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen32Subtitle RTS-Ő˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙ž˙‘˙ß˙ž˙Î˙Ď˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen33Subtitle RTS.Ő˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙˙ž˙˙ž˙›˙˙˙˙˙š˙›˙ß˙˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen34Subtitle RTSMŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙Œ˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙–˙˙˙“˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen35Subtitle RTSĹŐ˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙˙š˙‘˙š˙‹˙˙ž˙‹˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙“˙ž˙‘˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙ž˙ß˙‰˙–˙Œ˙Š˙ž˙“˙ß˙“˙˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisGLA03xKen36Subtitle RTS1Ő˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙Ţ˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙Œ˙˙’˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen37Subtitle RTS4Ő˙Ť˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ˆ˙–˙“˙“˙ß˙˙˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBL"DIALOGEVENT:MisGLA03xKen38Subtitle RTSLŐ˙Ť˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙‘˙“˙–˙‘˙š˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙›˙š˙™˙š˙‘˙›˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen39Subtitle RTS4Ő˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen40Subtitle RTSGŐ˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙–˙’˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙Œ˙–˙‘˙”˙ß˙‹˙—˙š˙ß˙ź˙ž˙˙˙–˙š˙˙ LBL"DIALOGEVENT:MisGLA03xKen41Subtitle RTS-Ő˙ą˙˙ˆ˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙Œ˙—˙ž˙“˙“˙ß˙‹˙ž˙Œ˙‹˙š˙ß˙˙–˙‹˙‹˙š˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen42Subtitle RTSXŐ˙Ť˙—˙š˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙˙Š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Ţ˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙˙š˙œ˙“˙ž˙–˙’˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen43Subtitle RTSDŐ˙¨˙š˙ß˙ž˙˙š˙ß˙œ˙“˙˙Œ˙–˙‘˙˜˙ß˙–˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙˙Š˙‹˙—˙ß˙˙™˙ß˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisGLA03xKen44Subtitle RTSDŐ˙Ť˙—˙š˙˙š˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen45Subtitle RTS Ő˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙–˙Œ˙ß˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙š˙˙‰˙š˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen46Subtitle RTSYŐ˙ˇ˙–˙Œ˙ß˙Œ˙‘˙–˙˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙œ˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA03xKen47Subtitle RTS&Ő˙Ť˙—˙š˙Œ˙š˙ß˙›˙˙œ˙”˙š˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙Œ˙ß˙ž˙˙š˙ß˙—˙ž˙˙’˙“˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen48Subtitle RTS-Ő˙Ť˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙–˙Œ˙ß˙˙˙’˙˙ž˙˙›˙–˙‘˙˜˙ß˙Š˙Œ˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen49Subtitle RTS#Ő˙Ť˙—˙–˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA03xKen50Subtitle RTS(Ő˙Ť˙—˙š˙Œ˙š˙ß˙™˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙™˙˙˙“˙ß˙˙Š˙˙ß˙™˙˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen51Subtitle RTS/Ő˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙™˙ž˙”˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙‹˙˙–˙œ˙”˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ţ˙ LBL(DIALOGEVENT:MisGLA04Dispatcher06Subtitle RTS!Ő˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙ž˙†˙ LBL#DIALOGEVENT:MisGLA04xChat01Subtitle RTS&Ő˙¨˙š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat02Subtitle RTS/Ő˙Ť˙—˙š˙–˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙ą˙˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat03Subtitle RTS/Ő˙˝˙˙š˙ž˙”˙ß˙›˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙™˙š˙‘˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙˙Š˙˙ß˙˙˙š˙‹˙—˙˙š˙‘˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat04Subtitle RTSŐ˙ą˙˙ˆ˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙’˙ž˙†˙ß˙˙š˙ß˙™˙˙š˙š˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat05Subtitle RTS]Ő˙ž˙‘˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙œ˙—˙–˙‘˙˙˙”˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙š˙“˙˙ß˙‹˙˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙š˙˙˙‹˙ß˙–˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ LBL#DIALOGEVENT:MisGLA04xChat06Subtitle RTSNŐ˙¸˙š˙‹˙ß˙Œ˙˙’˙š˙ß˙ž˙‘˙‹˙–˙ß˙ž˙–˙˙ß˙˙‰˙š˙˙ß˙—˙š˙˙š˙Ó˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙ß˙ž˙˙š˙ß˙‹˙š˙ž˙˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙‹˙˙ß˙˙–˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat07Subtitle RTSBŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙–˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙˙–˙›˙˜˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat08Subtitle RTSLŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙œ˙š˙“˙“˙ß˙˙—˙˙‘˙š˙Œ˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat09Subtitle RTS:Ő˙¨˙š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙˙ž˙œ˙‹˙˙˙Œ˙ß˙–˙™˙ß˙ˆ˙š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙ž˙‘˙†˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL#DIALOGEVENT:MisGLA04xChat10Subtitle RTSKŐ˙Ť˙—˙–˙Œ˙ß˙™˙š˙˙˙†˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙˙Š˙˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙‘˙˙ˆ˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙Š˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙ˆ˙š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˜˙˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat11Subtitle RTS"Ő˙Ś˙š˙Œ˙Ó˙ß˙†˙š˙Œ˙Ń˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙›˙˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙Œ˙ž˙†˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat12Subtitle RTSŐ˙°˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙™˙˙š˙š˙›˙ LBL#DIALOGEVENT:MisGLA04xChat13Subtitle RTSEŐ˙Ť˙—˙š˙˙š˙ß˙Œ˙Š˙˙š˙ß˙ž˙˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙Œ˙˙˙˙‹˙Œ˙ß˙Š˙‹˙–˙“˙–˙‹˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙‹˙˙ž˙‘˙˜˙š˙ß˙“˙ž˙‘˙›˙ LBL#DIALOGEVENT:MisGLA04xChat14Subtitle RTSSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙Œ˙†˙’˙˙ž˙‹˙—˙–˙…˙š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙ˇ˙š˙ß˙ž˙‘˙›˙ß˙—˙–˙Œ˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˜˙˙š˙š˙›˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ LBL#DIALOGEVENT:MisGLA04xChat15Subtitle RTSŐ˙Ť˙ž˙‘˙”˙Œ˙Ţ˙ß˙Ť˙ž˙”˙š˙ß˙˙™˙™˙Ţ˙ß˙¸˙˙Ó˙ß˙¸˙˙Ó˙ß˙¸˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin01Subtitle RTS%Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙š˙ž˙’˙ß˙˙‘˙š˙Ń˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA04xCin02Subtitle RTSŐ˙˛˙†˙ß˙˙˙š˙‹˙—˙˙š˙‘˙Ó˙ß˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙ß˙‹˙˙š˙ž˙›˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙–˙“˙Ń˙ß˙°˙Š˙˙ß˙’˙ž˙–˙‘˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙˙˙‹˙ž˙–˙‘˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙‹˙˙‡˙–˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA04xCin03Subtitle RTS˜Ő˙Ť˙—˙š˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙‘˙ž˙‰˙ž˙“˙ß˙™˙˙˙œ˙š˙ß˙—˙ž˙‰˙š˙ß˙’˙˙‰˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙Ó˙ß˙–˙‘˙ß˙˙š˙Œ˙˙˙‘˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙“˙˙Œ˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙™˙“˙š˙š˙‹˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙Š˙Œ˙ß˙‹˙˙ß˙Œ˙“˙–˙˙ß˙–˙‘˙ LBL"DIALOGEVENT:MisGLA04xCin04Subtitle RTS8Ő˙¨˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙’˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙š˙ß˙‰˙–˙œ˙‹˙˙˙–˙˙Š˙Œ˙ß˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisGLA04xCin05Subtitle RTS~Ő˙˝˙˙˙‹˙—˙š˙˙Œ˙ß˙˙š˙•˙˙–˙œ˙š˙Ţ˙ß˙°˙‘˙œ˙š˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙Ó˙ß˙˙Š˙˙ß˙Œ˙œ˙–˙š˙‘˙‹˙–˙Œ˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙™˙˙˙˜˙š˙ß˙ž˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙˙™˙ß˙’˙ž˙Œ˙Œ˙ß˙–˙‘˙™˙š˙œ˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA04xCin06Subtitle RTS‚Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙’˙š˙›˙›˙“˙š˙›˙ß˙™˙˙˙ß˙‹˙˙˙ß˙“˙˙‘˙˜˙Ń˙ß˙¨˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙ˆ˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙™˙š˙ž˙˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙—˙š˙ž˙˙‹˙Œ˙ß˙˙™˙ß˙˙Š˙˙ß˙˙˙˙˙š˙Œ˙Œ˙˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin07Subtitle RTSŐ˙×˙Š˙š˙˙†˙ß˙š˙‰˙–˙“˙ß˙“˙ž˙Š˙˜˙—˙Ö˙ LBL"DIALOGEVENT:MisGLA04xCin08Subtitle RTS+Ő˙Ť˙š˙ž˙’˙ß˙˙‘˙š˙Ó˙ß˙ž˙˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ß˙ž˙‘˙›˙ß˙˙‘˙ß˙˙˙ž˙˙›˙Ŕ˙ LBL"DIALOGEVENT:MisGLA04xCin09Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA04xCin10Subtitle RTSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙‹˙ž˙”˙š˙˙™˙™˙ LBL"DIALOGEVENT:MisGLA04xCin11Subtitle RTSŐ˙ź˙—˙š˙œ˙”˙Ń˙ß˙Ż˙ž˙œ˙”˙ž˙˜˙š˙ß˙–˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙ LBL"DIALOGEVENT:MisGLA04xCin12Subtitle RTS6Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙˙ß˙˙˙˙œ˙š˙š˙›˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙™˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin13Subtitle RTS!Ő˙¸˙š˙‘˙š˙˙ž˙“˙ß˙‹˙—˙š˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙“˙–˙‘˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin14Subtitle RTS1Ő˙ˇ˙˙“˙›˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙ß˙Š˙‘˙‹˙–˙“˙ß˙ˆ˙š˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙“˙ž˙‘˙›˙–˙‘˙˜˙ß˙Œ˙‹˙˙–˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin15Subtitle RTSŐ˙´˙š˙š˙˙ß˙‹˙—˙š˙’˙ß˙˙™˙™˙ß˙˙Š˙˙ß˙‹˙ž˙–˙“˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin16Subtitle RTSŐ˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙†˙˙Š˙ß˙Œ˙‹˙Š˙˙–˙›˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin17Subtitle RTS2Ő˙¨˙š˙Ř˙“˙“˙ß˙’˙š˙š˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙ˆ˙š˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA04xCin18Subtitle RTS,Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙˙–˙‰˙š˙‘˙ß˙Š˙Œ˙ß˙˙Š˙‹˙ LBL"DIALOGEVENT:MisGLA04xCin19Subtitle RTSŐ˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙›˙–˙‰˙–˙›˙š˙ß˙ž˙‘˙›˙ß˙œ˙˙‘˙Ž˙Š˙š˙˙ LBL"DIALOGEVENT:MisGLA04xCin20Subtitle RTS'Ő˙¨˙š˙ß˙ž˙˙š˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙–˙Œ˙ß˙ž˙–˙˙ß˙˙˙ˆ˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin21Subtitle RTS"Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙ß˙Œ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙™˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin22Subtitle RTS/Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˜˙š˙‹˙ß˙˙Š˙˙ß˙˙š˙‰˙š˙‘˙˜˙š˙Ó˙ß˙†˙˙Š˙ß˙™˙–˙“˙‹˙—˙†˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin23Subtitle RTS6Ő˙ł˙š˙‹˙Ř˙Œ˙ß˙›˙˙ß˙˙Š˙˙ß˙˙ž˙˙‹˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙›˙˙ˆ˙‘˙ß˙‹˙—˙š˙Œ˙š˙ß˙œ˙ž˙˙–˙‹˙ž˙“˙–˙Œ˙‹˙ß˙˙–˙˜˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin24Subtitle RTS7Ő˙Ť˙—˙š˙Œ˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙“˙–˙‰˙š˙Œ˙ß˙˙™˙ß˙˙Š˙˙ß˙˙˙š˙‹˙—˙˙š˙‘˙ LBL"DIALOGEVENT:MisGLA04xCin25Subtitle RTS+Ő˙ł˙š˙‹˙Ř˙Œ˙ß˙“˙–˙˜˙—˙‹˙ß˙Š˙˙ß˙‹˙—˙š˙Œ˙š˙ß˙¸˙ł˙ž˙ß˙–˙‘˙‹˙˙Š˙›˙š˙˙Œ˙Ţ˙ß˙š˙˙‡˙ß˙Î˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin26Subtitle RTS5Ő˙¸˙ł˙ž˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙˙™˙™˙Œ˙—˙˙˙š˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA04xCin27Subtitle RTSYŐ˙¨˙š˙ß˙˜˙˙‹˙ß˙¸˙ł˙ž˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙–˙˙‘˙ß˙ž˙‹˙ß˙œ˙˙˙˙›˙–˙‘˙ž˙‹˙š˙›˙ß˙Č˙Č˙˝˙š˙‹˙ž˙¸˙ž˙’˙’˙ž˙Ţ˙ß˙ž˙“˙“˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙˙š˙Œ˙˙˙‘˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin28Subtitle RTS#Ő˙Ť˙—˙š˙˙š˙Ř˙Œ˙ß˙’˙˙˙š˙ß˙˙™˙ß˙‹˙—˙š˙’˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙š˙ž˙œ˙—˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin29Subtitle RTS'Ő˙¸˙ł˙ž˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙˙˙Œ˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙“˙š˙›˙˜˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin30Subtitle RTSQŐ˙¨˙š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙¸˙ł˙ž˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙œ˙–˙‹˙†˙ß˙“˙–˙’˙–˙‹˙Œ˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙˙‘˙‰˙š˙˙˜˙š˙ß˙˙‘˙ß˙œ˙˙˙˙›˙–˙‘˙ž˙‹˙š˙Œ˙ß˙Ě˙Ë˙ž˙“˙˙—˙ž˙ž˙“˙˙—˙ž˙ LBL"DIALOGEVENT:MisGLA04xKen01Subtitle RTS>Ő˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙°˙‘˙“˙†˙ß˙Î˙Ę˙ß˙’˙˙˙š˙ß˙‹˙˙‡˙–˙‘˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙›˙ LBL"DIALOGEVENT:MisGLA04xKen02Subtitle RTS>Ő˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙°˙‘˙“˙†˙ß˙Î˙Ď˙ß˙’˙˙˙š˙ß˙‹˙˙‡˙–˙‘˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙›˙ LBL"DIALOGEVENT:MisGLA04xKen03Subtitle RTS=Ő˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙°˙‘˙“˙†˙ß˙Ę˙ß˙’˙˙˙š˙ß˙‹˙˙‡˙–˙‘˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙›˙ LBL"DIALOGEVENT:MisGLA04xKen04Subtitle RTSŸŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˙“˙ž˙‘˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙’˙š˙˙–˙œ˙ž˙Ř˙Œ˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙–˙‘˙ß˙ş˙Š˙˙˙˙š˙Ń˙ß˙˝˙Š˙‹˙ß˙ˆ˙š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙†˙š˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ž˙‹˙ß˙‹˙—˙š˙’˙ß˙›˙–˙˙š˙œ˙‹˙“˙†˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙ß˙ˆ˙š˙ž˙˙˙‘˙ LBL"DIALOGEVENT:MisGLA04xKen05Subtitle RTSdŐ˙˝˙˙‹˙—˙ß˙˙™˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙“˙ž˙œ˙š˙Ń˙ß˙Ť˙—˙š˙ß˙‹˙ˆ˙˙ß˙˜˙˙˙Š˙˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙ˆ˙˙˙”˙ß˙‹˙˙˜˙š˙‹˙—˙š˙˙ß˙–˙™˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙‹˙˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA04xKen06Subtitle RTSQŐ˙°˙Š˙˙ß˙—˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙“˙š˙Œ˙Œ˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisGLA04xKen07Subtitle RTSTŐ˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙œ˙ž˙‘˙ß˙Œ˙‘˙–˙˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙“˙Œ˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙‹˙ß˙“˙˙‘˙˜˙ß˙˙ž˙‘˙˜˙š˙ LBL"DIALOGEVENT:MisGLA04xKen08Subtitle RTSXŐ˙°˙Š˙˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙˙™˙˙˙’˙ß˙ž˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙Œ˙—˙Š˙‹˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisGLA04xKen09Subtitle RTSMŐ˙°˙Š˙˙ß˙˙š˙˙š˙“˙Œ˙ß˙ž˙˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙Ó˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen10Subtitle RTSFŐ˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙†˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙‘˙›˙ß˙œ˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙Ž˙Š˙š˙Œ˙‹˙ LBL"DIALOGEVENT:MisGLA04xKen11Subtitle RTSŐ˙¸˙˙˙›˙ß˙’˙˙˙‘˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisGLA04xKen12Subtitle RTS$Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙™˙š˙˙˙†˙ LBL"DIALOGEVENT:MisGLA04xKen13Subtitle RTSOŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙’˙–˙‘˙š˙Œ˙ß˙—˙š˙˙š˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xKen14Subtitle RTS†Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˜˙š˙‹˙ß˙Œ˙˙’˙š˙˙‘˙š˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙ž˙‹˙ß˙Š˙ž˙“˙‰˙š˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙ť˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙˙˙“˙ž˙‘˙‹˙ß˙˙š˙Œ˙š˙˙‰˙˙–˙˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙“˙˙ˆ˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙™˙Š˙˙‹˙—˙š˙˙ LBL"DIALOGEVENT:MisGLA04xKen15Subtitle RTS Ő˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ LBL"DIALOGEVENT:MisGLA04xKen16Subtitle RTS Ő˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙ LBL"DIALOGEVENT:MisGLA04xKen17Subtitle RTS8Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙ˆ˙–˙˙š˙›˙ß˙˙Š˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xKen18Subtitle RTSYŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙˙˙ˆ˙š˙˙Ţ˙ß˙Ť˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Œ˙–˙‹˙‹˙–˙‘˙˜˙ß˙›˙Š˙œ˙”˙Œ˙ß˙™˙˙˙ß˙Œ˙Š˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xKen19Subtitle RTS-Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙˙‡˙–˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA04xKen20Subtitle RTSjŐ˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙˜˙˙ß˙˙“˙ž˙‘˙š˙ LBL"DIALOGEVENT:MisGLA04xKen21Subtitle RTS;Ő˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA04xKen22Subtitle RTS1Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙‘˙‹˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xKen23Subtitle RTS;Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙œ˙š˙“˙“˙ß˙˙™˙ß˙—˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen24Subtitle RTS8Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙œ˙š˙“˙“˙ß˙˙™˙ß˙˙š˙˙š˙“˙Œ˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen25Subtitle RTS@Ő˙ľ˙ž˙˙’˙š˙‘˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙™˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙—˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙š˙›˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen26Subtitle RTSEŐ˙°˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙”˙š˙‘˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙ž˙‘˙›˙ß˙˙˙˙‰˙–˙›˙š˙›˙ß˙Š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisGLA04xKen27Subtitle RTSLŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙Š˙Œ˙˙š˙œ˙‹˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙˙–˙“˙ß˙ž˙™˙‹˙š˙˙ß˙˙Š˙˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙–˙‘˙ß˙¸˙˙š˙š˙œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen28Subtitle RTSBŐ˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙ˆ˙˙Š˙“˙›˙ß˙‘˙š˙‰˙š˙˙ß˙—˙ž˙‰˙š˙ß˙—˙ž˙›˙ß˙‹˙—˙š˙ß˙œ˙˙Š˙˙ž˙˜˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙—˙˙’˙š˙“˙ž˙‘˙›˙ LBL"DIALOGEVENT:MisGLA04xKen29Subtitle RTSXŐ˙°˙‘˙œ˙š˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙‹˙—˙š˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙˜˙š˙‘˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˝˙–˙˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Š˙‘˙Œ˙‹˙˙˙˙ž˙˙“˙š˙ LBL$DIALOGEVENT:MisGLA05Buggy104Subtitle RTS-Ő˙˝˙š˙ˆ˙ž˙˙š˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙˝˙ž˙‹˙‹˙š˙˙–˙š˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙ LBL$DIALOGEVENT:MisGLA05Buggy108Subtitle RTS"Ő˙¸˙˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˜˙˙ž˙‰˙š˙Œ˙Ó˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙œ˙Š˙’˙Ţ˙ LBL%DIALOGEVENT:MisGLA05Kenwar02bSubtitle RTSfŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙“˙˙Œ˙š˙ß˙’˙Š˙œ˙—˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙˙˙˙•˙š˙œ˙‹˙ß˙˙˙ˆ˙š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ LBL$DIALOGEVENT:MisGLA05Kenwar05Subtitle RTS1Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙Š˙Œ˙ LBL#DIALOGEVENT:MisGLA05Quad201Subtitle RTSŐ˙ť˙–˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Ţ˙ LBL#DIALOGEVENT:MisGLA05Rebel02Subtitle RTS1Ő˙¨˙š˙ß˙ž˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙Ţ˙ LBL'DIALOGEVENT:MisGLA05Scorpion105Subtitle RTS1Ő˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙œ˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙ß˙š˙–˙˜˙—˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙Ó˙ß˙“˙–˙”˙š˙ß˙’˙š˙‘˙Ţ˙ LBL#DIALOGEVENT:MisGLA05xChat01Subtitle RTS˝Ő˙Ť˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙¸˙˙ž˙‘˙˜˙š˙˙Ń˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙Š˙Œ˙š˙ß˙™˙˙˙œ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙—˙š˙˙š˙˙†˙ß˙Š˙‘˙›˙š˙˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ LBL"DIALOGEVENT:MisGLA05xCin01Subtitle RTSCŐ˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙š˙ˆ˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙˙Š˙‹˙ß˙˙‘˙ß˙‹˙˙˙ LBL"DIALOGEVENT:MisGLA05xCin02Subtitle RTS=Ő˙Ź˙–˙‘˙œ˙š˙ß˙ˆ˙š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙š˙ß˙˙‘˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xCin03Subtitle RTSDŐ˙Ť˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙ž˙Œ˙š˙z˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙‘˙˙ˆ˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙˝˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙˙Š˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:MisGLA05xJarmen01Subtitle RTSjŐ˙ś˙™˙ß˙†˙˙Š˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙˙Š˙˙ß˙™˙š˙“˙“˙˙ˆ˙ß˙œ˙˙’˙˙ž˙›˙š˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˙Š˙˙ß˙š˙“˙–˙‹˙š˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙“˙˙‘˙˜˙Œ˙–˙›˙š˙ß˙†˙˙Š˙Ţ˙ LBL%DIALOGEVENT:MisGLA05xJarmen02Subtitle RTStŐ˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙˙š˙Œ˙œ˙Š˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙Ţ˙ß˙ś˙‘˙ß˙˙š˙‹˙Š˙˙‘˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙˙š˙‘˙ß˙Š˙˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙†˙˙Š˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBL%DIALOGEVENT:MisGLA05xJarmen03Subtitle RTS;Ő˙ˇ˙š˙—˙ß˙—˙š˙—˙ß˙—˙š˙—˙ß˙—˙š˙—˙ß˙—˙š˙—˙z˙ß˙×˙Ź˙–˙‘˙–˙Œ˙‹˙š˙˙ß˙ł˙ž˙Š˙˜˙—˙Ö˙ß˙Ť˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙’˙ LBL%DIALOGEVENT:MisGLA05xJarmen04Subtitle RTS%Ő˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙˙Š˙˙ß˙›˙š˙ž˙‹˙—˙Œ˙ß˙˜˙˙ß˙Š˙‘˙˙Š˙‘˙–˙Œ˙—˙š˙›˙Ţ˙ LBL%DIALOGEVENT:MisGLA05xJarmen05Subtitle RTS4Ő˙Ť˙˙˜˙š˙‹˙—˙š˙˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ţ˙ß˙Š˙–˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙˙Š˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:MisGLA05xJarmen06Subtitle RTSŐ˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙—˙š˙“˙˙ß˙–˙‘˙ß˙˙š˙Œ˙œ˙Š˙–˙‘˙˜˙ß˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙š˙˙ž˙†˙ß˙‹˙—˙š˙ß˙™˙ž˙‰˙˙˙ß˙ž˙‘˙›˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen01Subtitle RTScŐ˙°˙‘˙œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙œ˙Š˙˙˙†˙ß˙—˙˙’˙š˙ß˙“˙–˙”˙š˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙›˙˙˜˙Œ˙Ń˙ß˙ž˙“˙“˙ß˙˙™˙ß˙ş˙Š˙˙˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen02Subtitle RTSPŐ˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙˙ß˙˙˙š˙‹˙—˙˙š˙‘˙ß˙—˙š˙“˙›˙ß˙—˙˙Œ˙‹˙ž˙˜˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA05xKen03Subtitle RTSRŐ˙ś˙‹˙ß˙–˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙–˙‘˙‹˙š˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙œ˙“˙Š˙‹˙œ˙—˙š˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen04Subtitle RTSEŐ˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ţ˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙š˙‘˙Œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙Œ˙ž˙™˙š˙‹˙†˙ LBL"DIALOGEVENT:MisGLA05xKen05Subtitle RTS^Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙š˙’˙ß˙Œ˙ž˙™˙š˙“˙†˙ß˙˙ž˙œ˙”˙ß˙—˙˙’˙š˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙Ń˙ß˙ą˙˙ß˙—˙ž˙˙’˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙˙’˙š˙ß˙‹˙˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA05xKen06Subtitle RTSMŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙˙‘˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙˙˙š˙ž˙›˙ß˙˙Š˙‹˙ß˙ž˙‘˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‘˙š˙ˆ˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen07Subtitle RTS<Ő˙˛˙˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisGLA05xKen08Subtitle RTSEŐ˙­˙š˙˙Š˙–˙“˙›˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙“˙˙‘˙˜˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisGLA05xKen09Subtitle RTSdŐ˙Ť˙—˙š˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙˜˙š˙‘˙‹˙ß˙ˆ˙š˙ß˙l˙˙˙˙˙˙ˆ˙š˙›˙k˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙š˙Œ˙˙š˙œ˙–˙ž˙“˙“˙†˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙–˙˙ß˙˙ˆ˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen10Subtitle RTSbŐ˙š˙–˙˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙ß˙™˙“˙š˙š˙‹˙Ó˙ß˙‹˙—˙š˙‘˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Š˙˙˙‘˙ß˙Ş˙Ź˙ß˙Œ˙˙–˙“˙z˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙˙š˙˜˙–˙‘˙Œ˙ß˙˙Š˙˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙›˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA05xKen11Subtitle RTSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙Ń˙ß˙ş˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙‘˙˙ˆ˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙’˙ß˙Œ˙˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙˙œ˙Š˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙ LBL"DIALOGEVENT:MisGLA05xKen12Subtitle RTSSŐ˙ž˙“˙’˙˙Œ˙‹˙ß˙‹˙—˙š˙˙š˙z˙ß˙Ť˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ß˙›˙š˙ž˙˙“˙†˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙‹˙˙ž˙‘˙Œ˙˜˙˙š˙Œ˙Œ˙–˙˙‘˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙˙š˙˙˙“˙š˙ LBL"DIALOGEVENT:MisGLA05xKen13Subtitle RTSRŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙˙‘˙ß˙™˙Š˙‘˙›˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙™˙˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙ LBL"DIALOGEVENT:MisGLA05xKen14Subtitle RTSkŐ˙¨˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙ˆ˙ß˙˙Š˙–˙“˙›˙ß˙Š˙˙ß˙ž˙‘˙›˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙‘˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen15Subtitle RTSZŐ˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙š˙“˙†˙–˙‘˙˜˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙˙‘˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen16Subtitle RTSFŐ˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen17Subtitle RTS*Ő˙˛˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL"DIALOGEVENT:MisGLA05xKen18Subtitle RTS;Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen19Subtitle RTSQŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙‹˙˙†˙ß˙ž˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Ń˙ß˙Ş˙Œ˙š˙ß˙ž˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen20Subtitle RTSMŐ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙ß˙–˙‹˙ß˙Š˙˙Ń˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA05xKen21Subtitle RTS'Ő˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen22Subtitle RTS9Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‘˙˙ˆ˙Ń˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen23Subtitle RTS;Ő˙­˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙z˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙’˙˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen24Subtitle RTS‰Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ˆ˙š˙ß˙‘˙˙ˆ˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙ž˙“˙“˙ß˙‹˙—˙˙š˙š˙ß˙Œ˙Š˙˙š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙–˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen25Subtitle RTS@Ő˙š˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙—˙˙“˙›˙ß˙™˙˙˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙ LBL"DIALOGEVENT:MisGLA05xKen26Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙—˙ž˙‰˙˙œ˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙ˆ˙‘˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen27Subtitle RTS!Ő˙Ť˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙˙˙š˙ LBL"DIALOGEVENT:MisGLA05xKen28Subtitle RTS`Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ń˙ß˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen29Subtitle RTSuŐ˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙ß˙‘˙˙ˆ˙Ţ˙ß˙Ť˙—˙š˙ß˙“˙˙‘˙˜˙š˙˙ß˙ˆ˙š˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙‹˙—˙š˙ß˙’˙˙˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙˜˙˙˙ˆ˙ß˙–˙‘˙ß˙Œ˙‹˙˙š˙‘˙˜˙‹˙—˙ LBL"DIALOGEVENT:MisGLA05xKen30Subtitle RTSoŐ˙­˙š˙˙˙˙‹˙Œ˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙—˙š˙“˙›˙ß˙œ˙ž˙˙‹˙–˙‰˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙˝˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙’˙˙‰˙š˙›˙ß˙Œ˙˙˙‘˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen31Subtitle RTSGŐ˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙“˙†˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙˙ž˙Œ˙š˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen32Subtitle RTS)Ő˙ˇ˙Š˙˙˙†˙Ó˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙Œ˙œ˙Š˙š˙›˙ß˙‘˙˙ˆ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen33Subtitle RTSLŐ˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙˙–˙‘˙˜˙ß˙­˙ž˙›˙ž˙˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˙†˙ß˙Š˙˙˜˙˙ž˙›˙–˙‘˙˜˙ß˙–˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisGLA05xKen34Subtitle RTS5Ő˙ś˙‹˙ß˙–˙Œ˙ß˙–˙’˙˙š˙˙ž˙‹˙–˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisGLA05xKen35Subtitle RTSYŐ˙¨˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙’˙ž˙“˙“˙ß˙Œ˙˙Š˙‹˙—˙š˙˙‘˙ß˙˙ž˙Œ˙š˙ß˙˜˙˙‘˙š˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙˙œ˙Š˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen36Subtitle RTSeŐ˙Ť˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙–˙‰˙š˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙ˆ˙ž˙†˙ß˙–˙‘˙Ţ˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙ˆ˙˙˙”˙ LBL"DIALOGEVENT:MisGLA05xKen37Subtitle RTS[Ő˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙›˙š˙“˙–˙‰˙š˙˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ž˙ˆ˙ž˙”˙š˙‘˙ß˙‹˙—˙š˙–˙˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ LBL"DIALOGEVENT:MisGLA05xKen38Subtitle RTS4Ő˙°˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙š˙“˙˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen39Subtitle RTSMŐ˙­˙š˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙™˙˙“˙“˙˙ˆ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ß˙ą˙˙˙‹˙—˙ß˙Š˙‘˙‹˙–˙“˙ß˙†˙˙Š˙ß˙˙š˙ž˙œ˙—˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisGLA05xKen40Subtitle RTSsŐ˙Ť˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙ž˙˙š˙ß˙Œ˙ž˙™˙š˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙š˙“˙˙ß˙‹˙—˙š˙’˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙’˙ž˙†˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen41Subtitle RTS2Ő˙Ť˙ž˙”˙š˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ß˙ž˙Œ˙ß˙˙Š˙˙ß˙˙ˆ˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen42Subtitle RTSjŐ˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙˙“˙›˙ß˙‹˙—˙š˙ß˙˙š˙˙™˙š˙œ˙‹˙ß˙ž˙˙š˙ž˙ß˙™˙˙˙’˙ß˙ˆ˙—˙–˙œ˙—˙ß˙‹˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙˙Š˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen43Subtitle RTSŐ˙Ť˙—˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙ž˙˙š˙ß˙Œ˙ž˙™˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙™˙ž˙’˙–˙“˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙Š˙“˙“˙ß˙˙™˙ß˙•˙˙†˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˜˙–˙‰˙š˙‘˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ LBL"DIALOGEVENT:MisGLA05xKen44Subtitle RTSEŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙š˙‹˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙“˙˙‘˙˜˙Œ˙–˙›˙š˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen45Subtitle RTSFŐ˙°˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙˙‘˙ß˙˙Š˙˙ß˙Œ˙–˙›˙š˙ß˙‹˙˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙‹˙—˙š˙ß˙›˙š˙ž˙‹˙—˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen46Subtitle RTSfŐ˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙’˙˙‰˙š˙›˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙“˙˙‘˙˜˙Œ˙–˙›˙š˙ß˙Š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen47Subtitle RTSŐ˙ş˙Š˙˙˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙˙Š˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW01Subtitle RTSQŐ˙š˙˙š˙š˙ß˙Š˙Œ˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙œ˙ž˙˙‹˙˙˙Œ˙Ń˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙Š˙Œ˙ß˙™˙˙˙’˙ß˙ž˙“˙“˙ß˙Ş˙Ź˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙†˙˙Š˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW02Subtitle RTS)Ő˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙‹˙˙ž˙‰˙š˙“˙ß˙—˙˙’˙š˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙ß˙ž˙˙š˙ LBL"DIALOGEVENT:MisGLA05xPOW03Subtitle RTSŐ˙ˇ˙Š˙˙˙†˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙–˙Œ˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙‹˙–˙’˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW04Subtitle RTSŐ˙°˙Š˙˙ß˙‹˙–˙’˙š˙ß˙–˙Œ˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙Š˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW05Subtitle RTSŐ˙Ż˙“˙š˙ž˙Œ˙š˙ß˙Œ˙ž˙‰˙š˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW06Subtitle RTSŐ˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙†˙˙Š˙˙ß˙—˙š˙“˙˙Ţ˙ LBL%DIALOGEVENT:MisGLA06Chatter01Subtitle RTS(Ő˙˝˙˙–˙›˙˜˙š˙ß˙Š˙˙ß˙ž˙—˙š˙ž˙›˙Ń˙ß˙ł˙˙˙”˙Œ˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙ LBL%DIALOGEVENT:MisGLA06Chatter02Subtitle RTS*Ő˙¨˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙Š˙˙ß˙˙‘˙ß˙ž˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙ą˙˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ LBL%DIALOGEVENT:MisGLA06Chatter07Subtitle RTSŐ˙ť˙–˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisGLA06Cin01Subtitle RTSŐ˙ť˙–˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL%DIALOGEVENT:MisGLA06General05Subtitle RTSBŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙Ń˙ß˙˝˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ LBL%DIALOGEVENT:MisGLA06General20Subtitle RTS?Ő˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙Š˙Œ˙—˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙ß˙Œ˙˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙‹˙ž˙”˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL$DIALOGEVENT:MisGLA07Convoy13Subtitle RTS-Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙œ˙˙Š˙“˙›˙ß˙˙š˙ß˙Š˙Œ˙š˙™˙Š˙“˙ LBL$DIALOGEVENT:MisGLA08Buggy101Subtitle RTS Ő˙Ť˙˙ß˙˜˙“˙˙˙†˙Ţ˙ LBL$DIALOGEVENT:MisGLA08Kenwar10Subtitle RTS1Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙—˙–˙‹˙ß˙‹˙—˙š˙’˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ LBL$DIALOGEVENT:MisGLA08Kenwar39Subtitle RTS-Ő˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBL'DIALOGEVENT:MisUSA01Commander03Subtitle RTSŐ˙š˙ž˙Œ˙‹˙ß˙’˙˙‰˙š˙˙Œ˙ß˙–˙‘˙Ň˙˙˙Š˙‘˙›˙ LBL'DIALOGEVENT:MisUSA01Commander09Subtitle RTS<Ő˙ş˙œ˙—˙˙ß˙œ˙˙’˙˙ž˙‘˙†˙Ó˙ß˙˙˙’˙˙š˙˙ß˙–˙‘˙Ň˙˙˙Š˙‘˙›˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙Ó˙ß˙˙Š˙“˙“˙ß˙˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisUSA01Echo108Subtitle RTSŐ˙˛˙˙˙š˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Œ˙Ó˙ß˙˙ž˙‘˙˜˙š˙ß˙Ě˙Ď˙Ď˙ LBL#DIALOGEVENT:MisUSA01Echo201Subtitle RTS Ő˙ś˙Ř˙’˙ß˙—˙–˙‹˙Ţ˙ LBL!DIALOGEVENT:MisUSA01Eva02Subtitle RTSOŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ß˙š˙™˙™˙˙˙‹˙ LBL%DIALOGEVENT:MisUSA01Raptor201Subtitle RTS Ő˙ł˙–˙˜˙—˙‹˙ß˙Ř˙š˙’˙ß˙Š˙˙ LBL"DIALOGEVENT:MisUSA01xBrf01Subtitle RTSŐ˙¨˙š˙“˙œ˙˙’˙š˙ß˙˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA01xBrf02Subtitle RTS„Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙š˙ž˙˙“˙†˙ß˙‹˙—˙–˙Œ˙ß˙’˙˙˙‘˙–˙‘˙˜˙Ń˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL"DIALOGEVENT:MisUSA01xBrf03Subtitle RTShŐ˙Ş˙Œ˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙‰˙š˙˙š˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙‘˙ß˙˙Š˙˙ß˙™˙˙˙‹˙—˙˙“˙›˙ß˙–˙‘˙ß˙ş˙Š˙˙˙˙š˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙‰˙–˙‹˙ž˙“˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL"DIALOGEVENT:MisUSA01xBrf04Subtitle RTS‘Ő˙°˙Š˙˙ß˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙˙†˙ß˙‹˙˙ž˙–˙‘˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙‹˙˙ž˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙ˆ˙ž˙†˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisUSA01xBrf05Subtitle RTSVŐ˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙œ˙š˙˙‹˙ß˙‹˙—˙ž˙‹˙ß˙‹˙˙ž˙–˙‘˙ß˙–˙‘˙ß˙‹˙–˙’˙š˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙ž˙Œ˙ß˙œ˙˙‰˙š˙˙ß˙‹˙˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA01xBrf06Subtitle RTSPŐ˙Ť˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙Œ˙‹˙š˙˙ß˙–˙‘˙ß˙œ˙˙’˙˙“˙š˙‹˙–˙‘˙˜˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ž˙‘˙›˙ß˙—˙˙“˙›˙ß˙‹˙—˙–˙Œ˙ß˙Ť˙˙ž˙–˙‘˙ß˙ť˙š˙˙˙‹˙ LBL"DIALOGEVENT:MisUSA01xBrf07Subtitle RTSŐ˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL'DIALOGEVENT:MisUSA01xC+A39hat11Subtitle RTS!Ő˙˛˙˙˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat01Subtitle RTSŐ˙Ź˙œ˙˙˙˙–˙˙‘˙Œ˙ß˙ž˙‹˙ß˙Ć˙ß˙˙ß˙œ˙“˙˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat02Subtitle RTS Ő˙ž˙“˙“˙ß˙ž˙˙˙ž˙˙›˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat03Subtitle RTSŐ˙ş˙‰˙š˙˙†˙˙˙›˙†˙ß˙˜˙˙‹˙ß˙‹˙—˙š˙–˙˙ß˙‹˙–˙œ˙”˙š˙‹˙Œ˙Ŕ˙ LBL#DIALOGEVENT:MisUSA01xChat04Subtitle RTSŐ˙ˇ˙˙‘˙š˙†˙Ó˙ß˙ś˙Ř˙’˙ß˙—˙˙’˙š˙Ţ˙ß˙ˇ˙ž˙ß˙—˙ž˙ß˙—˙ž˙ LBL#DIALOGEVENT:MisUSA01xChat05Subtitle RTSOŐ˙¸˙š˙‹˙ß˙Œ˙˙’˙š˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙Œ˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ţ˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat06Subtitle RTS?Ő˙Ź˙˙’˙š˙˙˙›˙†˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙­˙ž˙›˙–˙˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙‘˙˙ˆ˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat07Subtitle RTS*Ő˙ž˙–˙’˙ß˙™˙˙˙ß˙‹˙—˙˙Œ˙š˙ß˙˙ž˙˙˙š˙“˙Œ˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat08Subtitle RTS0Ő˙°˙”˙ß˙˙˙†˙Œ˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙“˙˙ž˙›˙ß˙Ř˙š˙’˙ß˙Š˙˙Ó˙ß˙ž˙‘˙›˙ß˙’˙˙˙˙‰˙š˙ß˙Ř˙š˙’˙ß˙˙Š˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat09Subtitle RTSnŐ˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙­˙š˙˙š˙ž˙‹˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙˙‘˙‰˙š˙˙˜˙š˙ß˙˙‘˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ţ˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙‹˙š˙ž˙˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙ß˙Š˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat10Subtitle RTS!Ő˙˛˙˙˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ˆ˙š˙Œ˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat12Subtitle RTS"Ő˙¨˙–˙“˙“˙ß˙›˙˙Ó˙ß˙ˇ˙Ž˙Ţ˙ß˙¸˙˙‹˙ß˙Ř˙š˙’˙ß˙–˙‘˙ß˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙Œ˙ LBL#DIALOGEVENT:MisUSA01xChat13Subtitle RTSŐ˙ť˙š˙“˙–˙‰˙š˙˙–˙‘˙˜˙ß˙˙ž˙†˙“˙˙ž˙›˙ LBL#DIALOGEVENT:MisUSA01xChat14Subtitle RTS-Ő˙ł˙˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙™˙˙š˙Œ˙—˙ß˙Œ˙’˙š˙“˙“˙ß˙˙™˙ß˙˛˙°˙ž˙˝˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙˙˙‘˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA01xCin01Subtitle RTSAŐ˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙˙š˙ž˙Ń˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙Œ˙ß˙Œ˙œ˙—˙š˙›˙Š˙“˙š˙›˙ß˙–˙‘˙ß˙‹˙Ň˙’˙–˙‘˙Š˙Œ˙z˙ LBL"DIALOGEVENT:MisUSA01xCin02Subtitle RTSŐ˙Ę˙ LBL"DIALOGEVENT:MisUSA01xCin03Subtitle RTSŐ˙Ë˙ LBL"DIALOGEVENT:MisUSA01xCin04Subtitle RTSŐ˙Ě˙ LBL"DIALOGEVENT:MisUSA01xCin05Subtitle RTSŐ˙Í˙ LBL"DIALOGEVENT:MisUSA01xCin06Subtitle RTSŐ˙Î˙ LBL"DIALOGEVENT:MisUSA01xCin07Subtitle RTSŐ˙Ď˙ LBL"DIALOGEVENT:MisUSA01xCin08Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL"DIALOGEVENT:MisUSA01xCin09Subtitle RTSŐ˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙Œ˙ß˙ž˙ß˙˜˙˙ LBL"DIALOGEVENT:MisUSA01xCin10Subtitle RTS3Ő˙š˙–˙“˙‹˙—˙†˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙˙˙œ˙—˙ß˙†˙˙Š˙˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙ß˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisUSA01xCin11Subtitle RTSŐ˙Ź˙‹˙Š˙˙–˙›˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙œ˙˙ˆ˙˙˙†˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA01xEva01Subtitle RTS)Ő˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙›˙š˙˙˙‹˙ß˙–˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ LBL"DIALOGEVENT:MisUSA01xEva02Subtitle RTSJŐ˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙™˙˙˙œ˙š˙ß˙“˙ž˙˙˜˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA01xEva03Subtitle RTS$Ő˙ł˙˙ž˙›˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisUSA01xEva04Subtitle RTS1Ő˙Ť˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙˙ž˙˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙“˙†˙ß˙™˙Š˙“˙“˙ LBL"DIALOGEVENT:MisUSA01xEva05Subtitle RTS%Ő˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBL"DIALOGEVENT:MisUSA01xEva06Subtitle RTS;Ő˙¸˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ß˙Š˙˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL"DIALOGEVENT:MisUSA01xEva07Subtitle RTS?Ő˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙¨˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙™˙ž˙–˙“˙ß˙–˙‘˙ß˙˙Š˙˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisUSA01xEva08Subtitle RTShŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙¸˙š˙‹˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‹˙Ţ˙ß˙¨˙š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙˛˙°˙ž˙˝˙Ź˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙š˙ß˙˜˙˙‘˙‘˙ž˙ß˙˙“˙˙ˆ˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙ß˙‹˙˙ß˙˙–˙‹˙Œ˙ LBL"DIALOGEVENT:MisUSA01xEva09Subtitle RTS(Ő˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA01xEva10Subtitle RTS#Ő˙Ť˙—˙š˙ß˙˛˙°˙ž˙˝˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙—˙š˙˙š˙ß˙ž˙‘˙†˙ß˙’˙–˙‘˙Š˙‹˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA01xEva11Subtitle RTS+Ő˙ž˙“˙˙—˙ž˙ß˙¨˙–˙‘˙˜˙Ţ˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙œ˙“˙š˙ž˙˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙˙˙˙œ˙š˙š˙›˙ LBL"DIALOGEVENT:MisUSA01xEva12Subtitle RTSŽŐ˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙™˙–˙‘˙ž˙“˙“˙†˙ß˙˙š˙š˙‘˙ß˙˙š˙’˙˙‰˙š˙›˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙˜˙š˙‹˙ß˙“˙˙˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙˙Œ˙š˙ß˙¨˙˛˙ť˙Œ˙ LBL'DIALOGEVENT:MisUSA02Comanche101Subtitle RTSJŐ˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙’˙š˙ß˙˙Š˙‹˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙Ť˙—˙–˙‘˙˜˙Œ˙ß˙ˆ˙š˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙›˙–˙œ˙š˙†˙ß˙™˙˙˙ß˙’˙š˙ LBL'DIALOGEVENT:MisUSA02Comanche204Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙Œ˙ˆ˙ž˙˙’˙–˙‘˙˜˙ß˙Š˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ LBL"DIALOGEVENT:MisUSA02xBrf01Subtitle RTSŇŐ˙Ť˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙œ˙“˙š˙ž˙˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙™˙–˙˙Œ˙‹˙ß˙‹˙ž˙Œ˙”˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙˙ß˙—˙˙“˙›˙ß˙‹˙—˙š˙’˙ß˙ˆ˙—˙–˙“˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙–˙‘˙Ń˙ß˙Ş˙‘˙‹˙–˙“˙ß˙‹˙—˙š˙ß˙ť˙˙…˙š˙˙Œ˙ß˙ž˙˙˙–˙‰˙š˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙™˙–˙“˙‹˙š˙˙ß˙–˙‘˙ LBL"DIALOGEVENT:MisUSA02xBrf02Subtitle RTSŐ˙˛˙˙Œ˙‹˙ß˙˙™˙ß˙˙Š˙˙ß˙™˙“˙š˙š˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ń˙ß˙°˙Š˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙š˙Œ˙œ˙˙˙‹˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙–˙Œ˙˙˙Œ˙ž˙“˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ LBL#DIALOGEVENT:MisUSA02xChat01Subtitle RTSŐ˙ž˙–˙˙Ň˙Œ˙‹˙˙–˙”˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL#DIALOGEVENT:MisUSA02xChat02Subtitle RTS"Ő˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙œ˙˙’˙’˙š˙‘˙œ˙–˙‘˙˜˙ß˙˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL#DIALOGEVENT:MisUSA02xChat03Subtitle RTS%Ő˙ť˙˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙ž˙“˙“˙ß˙œ˙“˙š˙ž˙˙Ń˙ß˙ą˙˙ß˙¸˙ł˙ž˙ß˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙ LBL#DIALOGEVENT:MisUSA02xChat04Subtitle RTS Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙ LBL#DIALOGEVENT:MisUSA02xChat05Subtitle RTSŐ˙ź˙˙’˙’˙š˙‘˙œ˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL#DIALOGEVENT:MisUSA02xChat06Subtitle RTSŐ˙ł˙ž˙Š˙‘˙œ˙—˙–˙‘˙˜˙ß˙ž˙–˙˙Ň˙Œ˙‹˙˙–˙”˙š˙ LBL#DIALOGEVENT:MisUSA02xChat07Subtitle RTSŐ˙¸˙Š˙‘˙Œ˙ß˙ž˙ß˙˙“˙ž˙…˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisUSA02xChat08Subtitle RTS'Ő˙¨˙š˙Ř˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙Œ˙˙’˙š˙ß˙˙š˙›˙ß˙˜˙“˙ž˙˙š˙ß˙ž˙“˙˙–˙˜˙—˙‹˙ LBL"DIALOGEVENT:MisUSA02xCin01Subtitle RTSYŐ˙ź˙ž˙˙˙–˙š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙‹˙˙ß˙™˙“˙š˙š˙‹˙Ń˙ß˙´˙š˙š˙˙ß˙Š˙˙ß˙‹˙—˙š˙ß˙™˙–˙˙š˙Ó˙ß˙˙˙†˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙˙–˙‘˙˜˙–˙‘˙˜˙ß˙–˙‘˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisUSA02xCin02Subtitle RTSGŐ˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ń˙ß˙˛˙ž˙–˙‘˙‹˙ž˙–˙‘˙–˙‘˙˜˙ß˙Œ˙Š˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA02xCin03Subtitle RTSFŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙—˙–˙‹˙Ń˙ß˙¨˙š˙ß˙•˙Š˙Œ˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙–˙‹˙ß˙˙Š˙‹˙Ó˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisUSA02xEva01Subtitle RTSáŐ˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙°˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙˙˙˙‰˙–˙›˙š˙ß˙Œ˙ž˙™˙š˙ß˙˙ž˙Œ˙Œ˙ž˙˜˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙‹˙˙ž˙‰˙š˙“˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ń˙ß˙Ť˙—˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ř˙Œ˙ß˙Œ˙Š˙˙˙“˙†˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙ž˙“˙Œ˙˙ß˙˙š˙‹˙ž˙–˙‘˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙Œ˙–˙˙ LBL"DIALOGEVENT:MisUSA02xEva02Subtitle RTSvŐ˙Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‰˙–˙›˙š˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙˙‘˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙›˙˙˙˙ß˙˙™˙™˙ß˙˙˙–˙‘˙‹˙ LBL"DIALOGEVENT:MisUSA02xEva03Subtitle RTSŮŐ˙ś˙Ř˙’˙ß˙Œ˙š˙‘˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ß˙‘˙š˙ˆ˙ß˙˙˙˙‹˙˙‹˙†˙˙š˙ß˙Œ˙š˙‘˙‹˙˙†˙ß˙›˙˙˙‘˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙™˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙ž˙†˙ß˙Œ˙‹˙–˙“˙“˙Ń˙ß˙Ť˙—˙š˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙“˙Œ˙˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙Œ˙˙˙‹˙‹˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙¸˙ł˙ž˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙˙˙‰˙š˙ß˙‹˙˙ß˙˙š˙ß˙‰˙š˙˙†˙ß˙Š˙Œ˙š˙™˙Š˙“˙ LBL"DIALOGEVENT:MisUSA02xEva04Subtitle RTSpŐ˙°˙Š˙˙ß˙›˙˙…˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙Œ˙–˙˙Ţ˙ß˙˝˙š˙˜˙–˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙Š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA02xEva05Subtitle RTSáŐ˙¸˙˙š˙ž˙‹˙ß˙•˙˙˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙Ť˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙œ˙–˙‹˙†˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙˙š˙Œ˙Œ˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙˜˙˙ž˙‹˙–˙‹˙Š˙›˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙š˙“˙–˙š˙™˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙°˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙›˙˙–˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙˙‰˙š˙˙“˙˙˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ LBL"DIALOGEVENT:MisUSA02xEva06Subtitle RTS!Ő˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA02xEva07Subtitle RTS8Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙—˙š˙“˙˙ß˙Œ˙˙˙‹˙ß˙¸˙ł˙ž˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:MisUSA02xEva08Subtitle RTSSŐ˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙¸˙ł˙ž˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ LBL"DIALOGEVENT:MisUSA02xEva09Subtitle RTS Ő˙Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:MisUSA02xEva10Subtitle RTSLŐ˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙ž˙“˙“˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙Œ˙ž˙™˙š˙“˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙Ó˙ß˙‘˙˙ˆ˙ß˙“˙š˙‹˙Œ˙ß˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ LBL"DIALOGEVENT:MisUSA02xEva11Subtitle RTS$Ő˙Ť˙˙†˙ß˙‹˙˙ß˙’˙–˙‘˙–˙’˙–˙…˙š˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙œ˙ž˙Œ˙Š˙ž˙“˙‹˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA02xEva12Subtitle RTS´Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙‹˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙œ˙ž˙’˙˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙ś˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙œ˙š˙ß˙˙š˙“˙–˙š˙‰˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙œ˙ž˙’˙˙ß˙ˆ˙š˙˙š˙ß˙˙ž˙˙‹˙–˙ž˙“˙“˙†˙ß˙˙š˙Œ˙˙˙‘˙Œ˙–˙˙“˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ł˙ž˙Š˙‘˙œ˙—˙Ń˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙˙›˙š˙˙š˙›˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙–˙‹˙ß˙˙Š˙‹˙ LBL"DIALOGEVENT:MisUSA02xEva13Subtitle RTS=Ő˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙Œ˙˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙œ˙ž˙‘˙ß˙˙˙˙œ˙š˙š˙›˙ß˙Œ˙ž˙™˙š˙“˙†˙ LBL"DIALOGEVENT:MisUSA02xEva14Subtitle RTS<Ő˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙–˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙œ˙š˙š˙›˙ LBL"DIALOGEVENT:MisUSA02xEva15Subtitle RTSUŐ˙ť˙˙…˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙œ˙“˙š˙ž˙˙š˙›˙ß˙‹˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙–˙Œ˙œ˙˙š˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisUSA02xEva16Subtitle RTS@Ő˙¸˙š˙‹˙ß˙‹˙—˙š˙ß˙™˙˙˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙š˙ž˙“˙ß˙˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisUSA02xEva17Subtitle RTS”Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙›˙˙‘˙š˙ß˙–˙‹˙Ń˙ß˙Ť˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙–˙Œ˙ß˙™˙˙š˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙†˙˙ž˙‘˙‘˙†˙Ń˙ß˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙†˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙Œ˙˙’˙š˙ß˙ś˙‘˙‹˙š˙“˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙“˙š˙ž˙›˙ß˙Š˙Œ˙ß˙Œ˙‹˙˙ž˙–˙˜˙—˙‹˙ß˙‹˙˙ß˙‹˙—˙˙Œ˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙¨˙˛˙ť˙Œ˙ LBL"DIALOGEVENT:MisUSA02xEva18Subtitle RTS3Ő˙š˙Š˙“˙“˙ß˙‘˙ž˙‰˙ž˙“˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙–˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisUSA02xEva19Subtitle RTS<Ő˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙œ˙ž˙˙˙–˙š˙˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙–˙Œ˙œ˙˙š˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisUSA02xEva20Subtitle RTS;Ő˙Ť˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙ž˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA02xEva21Subtitle RTS;Ő˙Ť˙—˙š˙ß˙ź˙Š˙ą˙ß˙ť˙ž˙š˙›˙ž˙“˙Š˙Œ˙ß˙–˙Œ˙ß˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙ß˙˙†˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙š˙ž˙›˙†˙ LBL"DIALOGEVENT:MisUSA02xEva22Subtitle RTSWŐ˙Ť˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙‘˙š˙š˙›˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Œ˙ž˙™˙š˙‹˙†˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙œ˙˙’˙˙˙˙’˙–˙Œ˙š˙›˙ LBL"DIALOGEVENT:MisUSA02xEva23Subtitle RTS^Ő˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙“˙–˙’˙–˙‹˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙˙š˙œ˙˙’˙š˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ LBL"DIALOGEVENT:MisUSA02xEva24Subtitle RTSBŐ˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙œ˙˙’˙˙˙˙’˙–˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙ž˙™˙š˙‹˙†˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA02xEva25Subtitle RTS(Ő˙Ť˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙Œ˙Š˙˙˙“˙–˙š˙›˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA02xEva26Subtitle RTS,Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:MisUSA02xSupply01Subtitle RTS4Ő˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙–˙Œ˙ß˙Œ˙ž˙™˙š˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙˙“˙“˙ß˙˙Š˙‹˙ LBL%DIALOGEVENT:MisUSA02xSupply02Subtitle RTSsŐ˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙œ˙˙‰˙š˙˙ß˙™˙–˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ž˙“˙“˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙“˙˙ž˙›˙š˙›˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙˙Š˙‹˙Ń˙ß˙ľ˙Š˙Œ˙‹˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙–˙‹˙†˙ß˙™˙˙˙ß˙Š˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ LBL%DIALOGEVENT:MisUSA02xSupply03Subtitle RTSIŐ˙Ť˙—˙š˙ß˙Œ˙‹˙˙š˙š˙‹˙Œ˙ß˙ž˙˙š˙ß˙“˙–˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙¨˙š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙š˙’˙ß˙Œ˙ˆ˙š˙˙‹˙ß˙œ˙“˙š˙ž˙˙Ţ˙ LBL%DIALOGEVENT:MisUSA02xSupply04Subtitle RTS=Ő˙¨˙š˙Ř˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙š˙Œ˙œ˙˙˙‹˙Ţ˙ LBL%DIALOGEVENT:MisUSA02xSupply05Subtitle RTS3Ő˙ź˙˙‘˙‰˙˙†˙Ř˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙Œ˙ž˙™˙š˙“˙†˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙œ˙˙‰˙š˙˙ LBL'DIALOGEVENT:MisUSA02xVillager01Subtitle RTS Ő˙°˙—˙ß˙‹˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ LBL'DIALOGEVENT:MisUSA02xVillager02Subtitle RTS Ő˙˝˙“˙š˙Œ˙Œ˙ß˙Ś˙˙Š˙ LBL'DIALOGEVENT:MisUSA02xVillager03Subtitle RTSŐ˙ś˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙š˙ž˙‹˙š˙‘˙ß˙–˙‘˙ß˙Œ˙˙ß˙“˙˙‘˙˜˙ LBL'DIALOGEVENT:MisUSA02xVillager04Subtitle RTSŐ˙¨˙–˙“˙“˙ß˙‹˙—˙š˙˙š˙ß˙˙š˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙Ŕ˙ LBL'DIALOGEVENT:MisUSA03Comanche102Subtitle RTS'Ő˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙–˙œ˙”˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙ž˙˙ž˙˙‹˙Ó˙ß˙Œ˙–˙˙ LBL'DIALOGEVENT:MisUSA03Crusader105Subtitle RTS-Ő˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙˙˙‹˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙—˙š˙ˆ˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ LBL'DIALOGEVENT:MisUSA03Crusader108Subtitle RTS"Ő˙Ź˙˙’˙š˙˙‘˙š˙ß˙˜˙š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙˜˙˜˙–˙š˙Œ˙ß˙˙™˙™˙ß˙Š˙Œ˙Ţ˙ LBL'DIALOGEVENT:MisUSA03Crusader304Subtitle RTS2Ő˙ş˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Œ˙ß˙œ˙˙‘˙™˙–˙˙’˙š˙›˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙ß˙™˙ž˙Œ˙‹˙Ţ˙ LBL'DIALOGEVENT:MisUSA03Crusader307Subtitle RTSŐ˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ţ˙ß˙´˙š˙š˙˙ß˙Š˙˙ß˙‹˙—˙š˙ß˙™˙–˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA03xBrf01Subtitle RTSNŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ž˙‘˙›˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙˙›˙š˙˙Œ˙ LBL"DIALOGEVENT:MisUSA03xBrf02Subtitle RTSŐ˙Ť˙—˙š˙–˙˙ß˙˙˙–˙’˙ž˙˙†˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙“˙ž˙˙˙˙ž˙‹˙˙˙†˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙›˙˙œ˙Š˙’˙š˙‘˙‹˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙›˙Š˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙“˙ž˙Œ˙‹˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL"DIALOGEVENT:MisUSA03xBrf03Subtitle RTSŽŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙ˆ˙˙˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙˙™˙ß˙’˙ž˙Œ˙Œ˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙Ń˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‹˙—˙–˙Œ˙ß˙›˙ž˙‹˙ž˙ß˙Œ˙˙ß˙ˆ˙š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙™˙ž˙˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙Œ˙š˙ž˙˙œ˙—˙ß˙—˙ž˙Œ˙ß˙œ˙˙’˙š˙ LBL"DIALOGEVENT:MisUSA03xBrf04Subtitle RTSpŐ˙°˙‘˙œ˙š˙ß˙Œ˙—˙š˙ß˙—˙ž˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ß˙—˙š˙˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙Ó˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙–˙›˙š˙ß˙›˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙“˙ž˙˙ß˙ž˙‘˙›˙ß˙˙Š˙˙†˙ß˙–˙‹˙ß˙™˙˙˙š˙‰˙š˙˙ LBL%DIALOGEVENT:MisUSA03xBurton01Subtitle RTSXŐ˙¨˙š˙Ř˙˙š˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙˙˙˙–˙˙‘˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙˜˙Š˙ž˙˙›˙Œ˙ LBL%DIALOGEVENT:MisUSA03xBurton02Subtitle RTS$Ő˙Ť˙—˙ž˙‹˙ß˙ˆ˙ž˙Œ˙‘˙Ř˙‹˙ß˙˙ž˙˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙“˙ž˙‘˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙ LBL%DIALOGEVENT:MisUSA03xBurton03Subtitle RTS2Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙ˆ˙ž˙–˙‹˙ß˙™˙˙˙ß˙’˙š˙Ŕ˙ß˙ž˙“˙“˙ß˙˙–˙˜˙—˙‹˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙˙ž˙œ˙š˙z˙ LBL%DIALOGEVENT:MisUSA03xBurton04Subtitle RTSŐ˙ś˙Ř˙’˙ß˙˙‘˙ß˙’˙†˙ß˙ˆ˙ž˙†˙ LBL%DIALOGEVENT:MisUSA03xBurton05Subtitle RTS`Ő˙ž˙“˙“˙ß˙˙–˙˜˙—˙‹˙Ó˙ß˙ś˙ß˙Œ˙š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙z˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙Œ˙Œ˙š˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBL%DIALOGEVENT:MisUSA03xBurton06Subtitle RTSbŐ˙ą˙–˙œ˙š˙ß˙ˆ˙˙˙”˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙z˙Ť˙Š˙‘˙‘˙š˙“˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙—˙š˙˙š˙z˙•˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙ž˙ß˙œ˙˙Š˙˙“˙š˙ß˙˜˙Š˙ž˙˙›˙Œ˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙š˙‰˙š˙˙†˙˙‘˙š˙ß˙™˙˙š˙š˙›˙ LBL%DIALOGEVENT:MisUSA03xBurton07Subtitle RTS‹Ő˙Ť˙—˙˙Œ˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙œ˙˙’˙š˙ß˙–˙‘˙ß˙—˙ž˙‘˙›˙†˙ß˙–˙™˙ß˙‹˙—˙š˙ß˙–˙‘˙‹˙š˙“˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙˙˙š˙œ˙‹˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙˙Š˙˜˙—˙‹˙ß˙‹˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙Ó˙ß˙‹˙˙˙ LBL%DIALOGEVENT:MisUSA03xBurton08Subtitle RTSÄŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙’˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙Ż˙°˙¨˙ß˙ź˙ž˙’˙˙z˙‹˙—˙š˙˙š˙Ř˙Œ˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙›˙ß˙˜˙Š˙ž˙˙›˙Œ˙ß˙˙Š˙‹˙ß˙™˙˙˙‘˙‹˙Ń˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙Œ˙“˙–˙˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙˙’˙˙˙Š˙‘˙›˙ß˙–˙™˙ß˙ś˙ß˙œ˙“˙–˙’˙˙š˙›˙ß˙›˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙œ˙“˙–˙™˙™˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ß˙š˙‘˙›˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ LBL%DIALOGEVENT:MisUSA03xBurton09Subtitle RTS6Ő˙ť˙˙‘˙Ř˙‹˙ß˙˜˙š˙‹˙ß˙œ˙˙œ˙”˙†˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙ˆ˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙œ˙š˙ß˙†˙š˙‹˙ LBL%DIALOGEVENT:MisUSA03xBurton10Subtitle RTS„Ő˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙’˙z˙Œ˙š˙œ˙˙‘˙›˙ß˙Ż˙°˙¨˙ß˙ź˙ž˙’˙˙ß˙–˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙z˙Œ˙˙’˙š˙˙‘˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙‹˙š˙“˙“˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙—˙Š˙˙˙†˙ß˙Š˙˙z˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙ß˙”˙š˙˙‹˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙ LBL%DIALOGEVENT:MisUSA03xBurton11Subtitle RTSˆŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Œ˙˙’˙š˙ß˙‘˙š˙ˆ˙ß˙‹˙˙†˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙™˙˙œ˙Š˙Œ˙ß˙–˙‹˙ß˙ž˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙Œ˙“˙–˙˙ß˙˙–˙˜˙—˙‹˙ß˙˙†˙ß˙‹˙—˙š˙’˙ LBL%DIALOGEVENT:MisUSA03xBurton12Subtitle RTSMŐ˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙ˆ˙—˙˙“˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙‘˙‹˙š˙“˙ß˙‘˙š˙‰˙š˙˙ß˙Œ˙ž˙–˙›˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙—˙š˙˙š˙ LBL%DIALOGEVENT:MisUSA03xBurton13Subtitle RTS†Ő˙ť˙˙š˙Œ˙‘˙Ř˙‹˙ß˙“˙˙˙”˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙†˙ß˙ˆ˙š˙˙š˙ß˙š˙‡˙˙š˙œ˙‹˙–˙‘˙˜˙ß˙’˙š˙z˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ź˙Ë˙ß˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙’˙ž˙”˙š˙ß˙Œ˙—˙˙˙‹˙ß˙ˆ˙˙˙”˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙z˙•˙Š˙Œ˙‹˙ß˙Œ˙ž˙†˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:MisUSA03xBurton14Subtitle RTS‹Ő˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙Œ˙ž˙™˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙z˙•˙Š˙Œ˙‹˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙ž˙‘˙†˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙ß˙’˙˙‘˙–˙‹˙˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙¨˙–˙Œ˙—˙ß˙ś˙ß˙—˙ž˙›˙ß˙ž˙ß˙œ˙˙Š˙˙“˙š˙ß˙š˙“˙ž˙Œ˙—˙ß˙˝˙ž˙‘˙˜˙Œ˙ LBL%DIALOGEVENT:MisUSA03xBurton15Subtitle RTSaŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙–˙‹˙Ţ˙ß˙ś˙Ř˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ž˙˙˙‰˙š˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙z˙›˙˙‘˙Ř˙‹˙ß˙”˙š˙š˙˙ß˙’˙š˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙–˙‹˙Œ˙ß˙œ˙˙“˙›˙ß˙Š˙˙ß˙—˙š˙˙š˙ LBL%DIALOGEVENT:MisUSA03xBurton16Subtitle RTSŐ˙ź˙—˙ž˙˙˜˙š˙Œ˙ß˙Œ˙š˙‹˙z˙Œ˙ž˙†˙ß˙ˆ˙—˙š˙‘˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙ LBL%DIALOGEVENT:MisUSA03xBurton17Subtitle RTSLŐ˙¨˙š˙“˙“˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙™˙ž˙Œ˙‹˙z˙ś˙Ř˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙‹˙—˙ž˙‹˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙ś˙ß˙œ˙ž˙‘˙ LBL%DIALOGEVENT:MisUSA03xBurton18Subtitle RTS„Ő˙ž˙“˙˙–˙˜˙—˙‹˙z˙ś˙Ř˙’˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙z˙Ť˙š˙“˙“˙ß˙’˙š˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙Œ˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙˙Š˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙˙ß˙ˆ˙—˙š˙˙š˙ß˙‘˙˙ß˙˙‘˙š˙ß˙ˆ˙–˙“˙“˙ß˙š˙‰˙š˙˙ß˙™˙–˙‘˙›˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ LBL#DIALOGEVENT:MisUSA03xChat01Subtitle RTSŐ˙¸˙ž˙˙˙–˙Œ˙˙‘˙z˙š˙ž˙‹˙ß˙š˙“˙ž˙Œ˙—˙ß˙˝˙ž˙‘˙˜˙ LBL#DIALOGEVENT:MisUSA03xChat02Subtitle RTS1Ő˙Ť˙—˙š˙˙š˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙z˙˙š˙’˙š˙’˙˙š˙˙Ó˙ß˙Œ˙—˙˙˙‹˙ß˙œ˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙˙Š˙˙Œ˙‹˙Œ˙ LBL#DIALOGEVENT:MisUSA03xChat03Subtitle RTSŐ˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙Ŕ˙ß˙ą˙˙ß˙˙˙˙˙“˙š˙’˙ LBL#DIALOGEVENT:MisUSA03xChat04Subtitle RTS-Ő˙¨˙š˙Ř˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙™˙–˙˙š˙z˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙Œ˙˙’˙š˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙—˙š˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA03xCin01Subtitle RTS6Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙Ź˙˙–˙˙–˙‹˙Ó˙ß˙ś˙ß˙ž˙’˙ß˙˙˙“˙“˙–˙‘˙˜˙ß˙–˙‘˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙z˙ LBL"DIALOGEVENT:MisUSA03xCin02Subtitle RTS4Ő˙­˙˙˜˙š˙˙Ó˙ß˙Ź˙˙–˙˙–˙‹˙Ó˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙˜˙˙Ń˙ß˙Ś˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙›˙˙ß˙‹˙—˙–˙Œ˙Ŕ˙ LBL"DIALOGEVENT:MisUSA03xCin03Subtitle RTSŐ˙Ś˙š˙Œ˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙Ó˙ß˙“˙š˙‹˙ß˙Š˙Œ˙ß˙˙š˙˜˙–˙‘˙ LBL"DIALOGEVENT:MisUSA03xCin04Subtitle RTS5Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙Ź˙˙–˙˙–˙‹˙Ó˙ß˙˙˙’˙˙ß˙˙ž˙†˙ß˙›˙˙˙˙Œ˙ß˙˙˙š˙‘˙z˙ß˙z˙˙˙’˙˙Œ˙ß˙ž˙˙š˙ß˙ž˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisUSA03xCin05Subtitle RTS2Ő˙Ź˙˙–˙˙–˙‹˙ß˙‹˙˙ß˙ś˙‘˙™˙–˙“˙‹˙˙ž˙‹˙˙˙Ó˙ß˙†˙˙Š˙˙ß˙ł˙Ľ˙ß˙–˙Œ˙ß˙œ˙“˙š˙ž˙˙z˙¸˙˙˙›˙ß˙ł˙Š˙œ˙”˙ LBL"DIALOGEVENT:MisUSA03xCin06Subtitle RTSŐ˙­˙˙˜˙š˙˙Ó˙ß˙Ź˙˙–˙˙–˙‹˙Ó˙ß˙‘˙–˙œ˙š˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA03xCin07Subtitle RTS'Ő˙°˙‘˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙z˙š˙‰˙š˙˙†˙˙˙›˙†˙ß˙˙Š˙‹˙ß˙ˆ˙—˙˙Ř˙Œ˙ß˙Œ˙‹˙ž˙†˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA03xCin08Subtitle RTS'Ő˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙“˙–˙™˙‹˙ß˙˙˙†˙Œ˙z˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙Œ˙˙˙‘˙z˙ LBL"DIALOGEVENT:MisUSA03xCin09Subtitle RTSNŐ˙Ś˙˙Š˙˙ß˙Œ˙’˙ž˙“˙“˙ß˙ź˙—˙–˙‘˙˙˙”˙Œ˙ß˙ž˙˙š˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙‹˙z˙˙Š˙‹˙ß˙ś˙ß˙˙˙š˙™˙š˙˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙š˙‘˙˜˙‹˙—˙ß˙˙™˙ß˙˙Š˙˙ß˙ˇ˙š˙“˙–˙‡˙š˙Œ˙Ń˙Ń˙Ń˙ LBL#DIALOGEVENT:MisUSA03xDrvr01Subtitle RTS'Ő˙¨˙š˙Ř˙˙š˙ß˙™˙˙š˙š˙Ţ˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA03xDrvr02Subtitle RTS'Ő˙Ť˙—˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙Ř˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBL"DIALOGEVENT:MisUSA03xEva01Subtitle RTS’Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙™˙–˙˙Œ˙‹˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙ś˙‹˙Œ˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙œ˙Š˙‹˙ß˙˙™˙™˙ß˙¸˙ł˙ž˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA03xEva02Subtitle RTSBŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¸˙ł˙ž˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙ LBL"DIALOGEVENT:MisUSA03xEva03Subtitle RTSaŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙Œ˙Ž˙Š˙ž˙›˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙˙˙–˙›˙˜˙š˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:MisUSA03xEva04Subtitle RTSzŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‹˙ß˙ž˙˙˙š˙ž˙˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙¸˙ł˙ž˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙œ˙“˙˙Œ˙š˙Ó˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL"DIALOGEVENT:MisUSA03xEva05Subtitle RTS^Ő˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙•˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙˙‘˙“˙†˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙ˆ˙˙˙˙†˙ß˙ž˙˙˙Š˙‹˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA03xEva06Subtitle RTS¤Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙˙Š˙‹˙š˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ł˙ž˙˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙—˙š˙“˙›˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙ž˙‘˙ß˙š˙ž˙Œ˙–˙š˙˙ß˙‹˙–˙’˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙ LBL"DIALOGEVENT:MisUSA03xEva07Subtitle RTSaŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‘˙‹˙š˙“˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙Œ˙ß˙†˙˙Š˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙Œ˙š˙‘˙›˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙˙ß˙™˙ž˙˙ß˙ž˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisUSA03xEva08Subtitle RTShŐ˙ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙’˙ß˙Œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙™˙ž˙’˙–˙“˙–˙š˙Œ˙ß˙˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙—˙ž˙˙˙†˙ß˙‹˙˙ß˙—˙š˙ž˙˙ß˙‹˙—˙š˙†˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙š˙Œ˙œ˙Š˙š˙›˙ LBL"DIALOGEVENT:MisUSA03xEva09Subtitle RTSˆŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙ł˙ž˙˙ß˙–˙Œ˙ß˙›˙–˙˙š˙œ˙‹˙“˙†˙ß˙‘˙˙˙‹˙—˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙ž˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙ž˙“˙˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙˙Š˙‹˙š˙z˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ LBL"DIALOGEVENT:MisUSA03xEva10Subtitle RTS‰Ő˙ś˙‹˙ß˙ž˙˙˙š˙ž˙˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙–˙‘˙œ˙˙’˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙’˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙–˙˙˙“˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisUSA03xEva11Subtitle RTS*Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙’˙ß˙˙ž˙‹˙œ˙—˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBL"DIALOGEVENT:MisUSA03xEva12Subtitle RTSUŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˙š˙Œ˙œ˙Š˙š˙›˙ß˙ž˙˙š˙ß˙›˙˙–˙‰˙–˙‘˙˜˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙š˙Œ˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Ó˙ß˙‹˙—˙š˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ LBL"DIALOGEVENT:MisUSA03xEva13Subtitle RTSËŐ˙Ť˙—˙–˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙—˙ž˙Œ˙ß˙‹˙ˆ˙˙ß˙’˙˙›˙š˙Œ˙Ĺ˙ß˙Ť˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙˙Š˙Œ˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙™˙–˙š˙“˙›˙ß˙–˙‘˙ß˙™˙˙˙‘˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙Ň˙ß˙‰˙š˙˙†˙ß˙“˙š˙‹˙—˙ž˙“˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ń˙ß˙Ť˙—˙š˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙–˙Œ˙˙Š˙˙‹˙ß˙‹˙—˙š˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙Œ˙ß˙˙™˙ß˙ž˙‘˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA03xEva14Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙ž˙˙˙š˙ž˙˙ß˙‹˙˙ß˙˙š˙ß˙˙‘˙ß˙—˙š˙–˙˜˙—˙‹˙š˙‘˙š˙›˙ß˙ž˙“˙š˙˙‹˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙ˆ˙—˙š˙‘˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙‘˙‹˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ž˙˙˙‰˙š˙ß˙‹˙—˙š˙–˙˙ß˙Ź˙š˙œ˙˙š˙‹˙ß˙ł˙ž˙˙ LBL"DIALOGEVENT:MisUSA03xEva15Subtitle RTSRŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙‹˙ž˙‘˙”˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙ž˙–˙‘˙ß˙˙˙–˙Œ˙˙‘˙Œ˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ń˙k˙ LBL"DIALOGEVENT:MisUSA03xEva16Subtitle RTSxŐ˙ś˙Ř˙’˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙˙ž˙‹˙˙˙“˙ß˙–˙‘˙ß˙‹˙—˙ž˙‹˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙ž˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙‹˙—˙˙˙Š˙˜˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ LBL"DIALOGEVENT:MisUSA03xEva17Subtitle RTSRŐ˙˛˙ž˙†˙˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙œ˙ž˙‘˙ß˙™˙–˙‘˙›˙ß˙˙Š˙‹˙ß˙’˙˙˙š˙ß˙ś˙‘˙‹˙š˙“˙ß˙ž˙˙˙Š˙‹˙ß˙ˆ˙—˙˙ß˙–˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙¨˙˛˙ť˙ß˙˙˙˙˜˙˙ž˙’˙ LBL"DIALOGEVENT:MisUSA03xEva18Subtitle RTSđŐ˙Ť˙—˙ž˙‹˙ß˙ˆ˙ž˙Œ˙ß˙–˙‘˙œ˙˙š˙›˙–˙˙“˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙ž˙‘˙†˙’˙˙˙š˙z˙ž˙‘˙›˙ß˙–˙‹˙ß˙Œ˙š˙š˙’˙Œ˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙š˙›˙ß˙Œ˙˙’˙š˙ß˙‰˙–˙‹˙ž˙“˙ß˙–˙‘˙™˙˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙“˙ž˙˙Ń˙ß˙š˙˙˙ß˙‘˙˙ˆ˙Ó˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙˙š˙˜˙˙˙Š˙˙ß˙ž˙‘˙›˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙—˙š˙ß˙ˆ˙ž˙Œ˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙˙Š˙‹˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙ LBL$DIALOGEVENT:MisUSA03xLotus01Subtitle RTSzŐ˙Ť˙—˙š˙ß˙Œ˙œ˙˙˙˙–˙˙‘˙ß˙–˙Œ˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙z˙ś˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙’˙ž˙‹˙‹˙š˙˙Œ˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙¨˙ž˙–˙‹˙ß˙Š˙‘˙‹˙–˙“˙ß˙ś˙ß˙ž˙’˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙ LBL$DIALOGEVENT:MisUSA03xLotus02Subtitle RTS>Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙ˆ˙ž˙–˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙“˙ž˙˙z˙›˙˙ß˙—˙Š˙˙˙†˙ LBL$DIALOGEVENT:MisUSA03xLotus03Subtitle RTSlŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙ž˙’˙ß˙–˙‘˙ß˙ž˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙™˙˙š˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙š˙“˙›˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙—˙š˙“˙˙Ŕ˙ LBL$DIALOGEVENT:MisUSA03xLotus04Subtitle RTS^Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙ž˙Œ˙”˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙—˙Š˙˙˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙z˙ś˙Ř˙’˙ß˙‹˙–˙˙š˙›˙ß˙˙™˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙˙‘˙ß˙—˙–˙’˙ LBL$DIALOGEVENT:MisUSA03xLotus05Subtitle RTS–Ő˙ś˙ß˙ˆ˙–˙“˙“˙ß˙›˙˙ž˙ˆ˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ß˙˜˙Š˙ž˙˙›˙Œ˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙Ť˙—˙ž˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙š˙‹˙ß˙˙˙˙˙‹˙Œ˙ß˙—˙ž˙‘˙›˙“˙š˙ß˙‹˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ž˙‘˙›˙ß˙™˙˙š˙š˙ß˙†˙˙Š˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙’˙š˙‘˙ LBL$DIALOGEVENT:MisUSA03xLotus06Subtitle RTSśŐ˙¸˙š˙‘˙š˙˙ž˙“˙z˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙‘˙ž˙“˙ß˙¸˙ł˙ž˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙–˙‘˙™˙˙˙’˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙—˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙—˙Š˙˙˙†˙z˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙˙š˙™˙š˙˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙˙ß˙“˙˙‘˙˜˙ß˙™˙˙˙ß˙—˙–˙’˙ß˙‹˙˙ß˙œ˙ž˙‹˙œ˙—˙ß˙Š˙˙ LBL$DIALOGEVENT:MisUSA03xLotus07Subtitle RTSDŐ˙Ż˙“˙š˙ž˙Œ˙š˙ß˙–˙‘˙™˙˙˙’˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙ś˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙š˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙ˇ˙ś˙˛˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙ LBL$DIALOGEVENT:MisUSA03xLotus08Subtitle RTSfŐ˙ś˙Ř˙’˙ß˙—˙š˙˙š˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙z˙†˙˙Š˙ß˙ˆ˙–˙‘˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙Š˙‹˙ß˙Š˙˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙š˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙ž˙‘˙ß˙ś˙ß˙—˙ž˙›˙ß˙ž˙‘˙‹˙–˙œ˙–˙˙ž˙‹˙š˙›˙Ń˙ß˙˝˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ LBL$DIALOGEVENT:MisUSA03xLotus09Subtitle RTSŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙›˙ž˙‹˙ž˙Ţ˙ß˙ą˙˙ˆ˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙Ţ˙ LBL$DIALOGEVENT:MisUSA03xLotus10Subtitle RTSmŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ž˙’˙ß˙˙š˙ž˙›˙†˙ß˙ž˙‘˙›˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙z˙ˆ˙—˙š˙‘˙š˙‰˙š˙˙ß˙‹˙—˙š˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙ž˙˙˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL$DIALOGEVENT:MisUSA03xLotus11Subtitle RTS7Ő˙ś˙‹˙ß˙–˙Œ˙ß˙œ˙˙“˙›˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙Ń˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙˝˙Š˙˙‹˙˙‘˙Ŕ˙ LBL$DIALOGEVENT:MisUSA03xLotus12Subtitle RTS Ő˙ť˙˙ˆ˙‘˙“˙˙ž˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙–˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ß˙‘˙˙ˆ˙ LBL#DIALOGEVENT:MisUSA03xRngr01Subtitle RTSŐ˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙œ˙Š˙š˙Ó˙ß˙Ź˙–˙˙ LBL#DIALOGEVENT:MisUSA03xRngr02Subtitle RTSzŐ˙ž˙ß˙œ˙˙Š˙˙“˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙˙˙”˙š˙ß˙˙™˙™˙ß˙‹˙˙ß˙œ˙—˙š˙œ˙”˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙š˙ž˙Œ˙‹˙ß˙˙™˙ß˙—˙š˙˙š˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙ˆ˙š˙˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙Ń˙ß˙Ť˙—˙š˙†˙ß˙’˙ž˙†˙ß˙Œ˙‹˙–˙“˙“˙ß˙˙š˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙˙š˙ LBL#DIALOGEVENT:MisUSA03xRngr03Subtitle RTSFŐ˙¸˙˙˙›˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙ˆ˙š˙ß˙ˆ˙š˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙š˙‘˙›˙ß˙Š˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBL#DIALOGEVENT:MisUSA03xRngr04Subtitle RTSsŐ˙Ť˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙˙™˙ß˙˙Š˙˙ß˙‹˙š˙ž˙’˙ß˙ˆ˙ž˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙™˙‹˙š˙˙ß˙ˆ˙š˙ß˙˜˙˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‰˙˙“˙Š˙‘˙‹˙š˙š˙˙ß˙‹˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙ LBL#DIALOGEVENT:MisUSA03xRngr05Subtitle RTSzŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙ß˙Œ˙Ž˙Š˙ž˙›˙ß˙˙™˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙ž˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙™˙‹˙š˙˙ß˙ˆ˙š˙ß˙ˆ˙š˙˙š˙ß˙‹˙ž˙”˙š˙‘˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙—˙˙“˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙ß˙ž˙ß˙œ˙ž˙’˙˙ß˙•˙Š˙Œ˙‹˙ß˙‘˙˙˙‹˙—˙ß˙˙™˙ß˙—˙š˙˙š˙ LBL!DIALOGEVENT:MisUSA04Eva02Subtitle RTSŐ˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBL!DIALOGEVENT:MisUSA04Eva07Subtitle RTSkŐ˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙˙’˙˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL!DIALOGEVENT:MisUSA04Eva08Subtitle RTSgŐ˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙œ˙˙š˙ˆ˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙Œ˙–˙˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙Œ˙š˙‹˙Š˙˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙Ř˙˙š˙ß˙˙‰˙š˙˙˙Š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL!DIALOGEVENT:MisUSA04Eva09Subtitle RTSdŐ˙°˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙—˙š˙˙š˙Ó˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙—˙–˙“˙“˙Œ˙Ń˙ß˙Ť˙ž˙”˙š˙ß˙–˙‹˙ß˙˙Š˙‹˙Ó˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL%DIALOGEVENT:MisUSA04Officer03Subtitle RTS/Ő˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙Ń˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ž˙“˙š˙˙‹˙ LBL$DIALOGEVENT:MisUSA04Ranger01Subtitle RTSGŐ˙ź˙ž˙“˙“˙–˙‘˙˜˙ß˙–˙‘˙ß˙¸˙ł˙ž˙ß˙˙Š˙‘˙”˙š˙˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ž˙‹˙ß˙˜˙˙–˙›˙ß˙Œ˙Ž˙Š˙ž˙˙š˙ß˙˝˙š˙‹˙ž˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙É˙Ň˙Ç˙Ň˙Ć˙š˙˙Ň˙Ë˙Ň˙Ë˙ LBL'DIALOGEVENT:MisUSA04Transport01Subtitle RTS5Ő˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙š˙ž˙’˙Œ˙ß˙Î˙ß˙ž˙‘˙›˙ß˙Í˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙“˙ž˙‘˙›˙–˙‘˙˜˙ß˙…˙˙‘˙š˙ LBL'DIALOGEVENT:MisUSA04Transport03Subtitle RTS@Ő˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Î˙ß˙˙š˙˙˙˙‹˙–˙‘˙˜˙Ţ˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙Ţ˙ß˙ś˙Ř˙’˙ß˙˙Š˙“˙“˙–˙‘˙˜˙ß˙˙Š˙‹˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xBrf01Subtitle RTSmŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙œ˙š˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙˙˜˙Š˙š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙¸˙ł˙ž˙ß˙Œ˙˙“˙–˙‘˙‹˙š˙˙ß˙œ˙š˙“˙“˙ß˙ž˙˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙›˙ß˙˙†˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ LBL"DIALOGEVENT:MisUSA04xBrf02Subtitle RTS~Ő˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙ž˙ß˙ˆ˙ž˙‘˙‹˙š˙›˙ß˙œ˙˙–˙’˙–˙‘˙ž˙“˙z˙˙š˙Œ˙˙˙‘˙Œ˙–˙˙“˙š˙ß˙™˙˙˙ß˙‘˙˙‹˙˙˙–˙˙Š˙Œ˙ß˙‹˙š˙˙˙˙˙ß˙œ˙˙–˙’˙š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙Ń˙ß˙ˇ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙‹˙˙ß˙•˙Š˙Œ˙‹˙–˙œ˙š˙ LBL"DIALOGEVENT:MisUSA04xBrf03Subtitle RTS~Ő˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙ˆ˙ž˙Œ˙ß˙›˙š˙‰˙š˙“˙˙˙–˙‘˙˜˙ß˙ž˙ß˙˙˙ž˙‘˙›˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙‹˙ß˙—˙–˙Œ˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙ß˙“˙ž˙˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙ß˙˜˙˙˙›˙‘˙š˙Œ˙Œ˙ß˙ł˙˙‹˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙š˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙—˙–˙’˙ LBL"DIALOGEVENT:MisUSA04xBrf04Subtitle RTSXŐ˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙˙š˙œ˙š˙–˙‰˙–˙‘˙˜˙ß˙—˙–˙Œ˙ß˙™˙Š˙‘˙›˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙—˙–˙Œ˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙Š˙‹˙ß˙˙™˙™˙ß˙—˙–˙Œ˙ß˙™˙“˙˙ˆ˙ß˙˙™˙ß˙˙–˙“˙ LBL"DIALOGEVENT:MisUSA04xBrf05Subtitle RTSŐ˙Ť˙—˙š˙ß˙ś˙‘˙‹˙š˙“˙ß˙ˆ˙š˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙›˙i%i%(Š˙‘˙›˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙—˙–˙Œ˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙Š˙‹˙ß˙˙™˙™˙ß˙—˙–˙Œ˙ß˙™˙“˙˙ˆ˙ß˙˙™˙ß˙˙–˙“˙˙Œi%Œi%¤›˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙š˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙—˙–˙’˙%Ři%Ři%X›˙ß˙˙˙š˙™˙š˙˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙˙ß˙“˙˙‘˙˜˙ß˙™˙˙˙ß˙—˙–˙’˙ß˙‹˙˙ß˙œ˙ž˙‹˙œ˙—˙ß˙Š˙˙ß˙Hj%Hj%č˙ß˙ž˙‘˙›˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙—˙š˙ß˙ˆ˙ž˙Œ˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙˙Š˙‹˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙źj%źj%tž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL#DIALOGEVENT:MisUSA04xChat01Subtitle RTS1Ő˙Ź˙–˙˙Ţ˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙ž˙˙š˙ß˙š˙ž˙‹˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙—˙š˙“˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat02Subtitle RTS)Ő˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙Ţ˙ß˙Ż˙Š˙“˙“˙ß˙†˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat03Subtitle RTSŐ˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙Œ˙–˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat04Subtitle RTS5Ő˙¨˙š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙ž˙˙’˙˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat05Subtitle RTS3Ő˙ß˙ą˙°˙Ţ˙ß˙˝˙˙ž˙‰˙˙ß˙Ť˙—˙˙š˙š˙ß˙ˆ˙ž˙Œ˙ß˙”˙–˙“˙“˙š˙›˙ß˙˙†˙ß˙ž˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙Ź˙–˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat06Subtitle RTSBŐ˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ß˙Œ˙š˙‘˙›˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙›˙š˙™˙š˙‘˙›˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat07Subtitle RTS#Ő˙ˇ˙ž˙Ţ˙ß˙¸˙ł˙ž˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙Š˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat08Subtitle RTS(Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙Ť˙ž˙‘˙”˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat09Subtitle RTS.Ő˙¨˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙˙ž˙›˙ž˙˙ß˙‰˙ž˙‘˙Œ˙Ŕ˙ LBL#DIALOGEVENT:MisUSA04xChat10Subtitle RTSŐ˙¨˙ž˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙ß˙œ˙ž˙˙ß˙˙˙’˙˙Ŕ˙ LBL#DIALOGEVENT:MisUSA04xChat11Subtitle RTS'Ő˙¨˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙œ˙ž˙˙ß˙˙˙’˙˙Œ˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙Ŕ˙ LBL#DIALOGEVENT:MisUSA04xChat12Subtitle RTSBŐ˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙Ţ˙ß˙ź˙ž˙˙ß˙˝˙˙’˙˙Œ˙ß˙ž˙˙š˙ß˙‹˙š˙ž˙˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat13Subtitle RTSŐ˙˝˙˙’˙˙ß˙‹˙˙Š˙œ˙”˙Œ˙Ŕ˙Ţ˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙™˙ž˙–˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat14Subtitle RTS8Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙˙š˙‹˙‹˙š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat15Subtitle RTS:Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙š˙‘˙˜˙ž˙˜˙š˙›˙ß˙ž˙‘˙˜˙˙†˙ß˙’˙˙˙Œ˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙ž˙‘˙‹˙–˙Ň˙˙š˙˙Œ˙˙‘˙‘˙š˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat16Subtitle RTS:Ő˙ž˙‘˙˜˙˙†˙ß˙’˙˙˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙Š˙Œ˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat17Subtitle RTS5Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙›˙˙ß˙Œ˙˙’˙š˙‹˙—˙–˙‘˙˜˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙ž˙ą˙¸˙­˙Ś˙ß˙˛˙°˙˝˙Ź˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat18Subtitle RTSEŐ˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙Ó˙ß˙œ˙ž˙‘˙ß˙ˆ˙š˙ß˙˜˙š˙‹˙ß˙ž˙ß˙Œ˙‘˙–˙˙š˙˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙Ŕ˙ LBL#DIALOGEVENT:MisUSA04xChat19Subtitle RTS7Ő˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙Œ˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙œ˙—˙š˙ˆ˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat20Subtitle RTS(Ő˙¸˙š˙š˙…˙Ţ˙ß˙¨˙—˙ž˙‹˙Ř˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙Œ˙š˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat21Subtitle RTSHŐ˙Ź˙–˙˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙“˙–˙‹˙‹˙š˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat22Subtitle RTS/Ő˙¨˙—˙ž˙‹˙Ŕ˙Ţ˙ß˙¨˙š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙‹˙˙ß˙ž˙ß˙ź˙ž˙­˙ß˙˝˙°˙˛˙˝˙ş˙­˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat23Subtitle RTSJŐ˙ź˙ž˙˙ß˙˝˙˙’˙˙š˙˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙Š˙Œ˙Ţ˙ß˙Ť˙—˙š˙ß˙ž˙˙˙š˙ž˙˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙“˙ß˙‹˙˙ˆ˙‘˙ LBL#DIALOGEVENT:MisUSA04xChat24Subtitle RTS&Ő˙¨˙—˙˙ž˙Ţ˙ß˙Ť˙—˙˙Œ˙š˙ß˙˙˙’˙˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙˙ž˙œ˙”˙ß˙ž˙ß˙˙Š˙‘˙œ˙—˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat25Subtitle RTSŐ˙°˙Š˙œ˙—˙Ţ˙ß˙Ť˙—˙ž˙‹˙ß˙˙‘˙š˙ß˙—˙Š˙˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat26Subtitle RTS=Ő˙Ź˙–˙˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˝˙°˙˛˙˝˙ß˙Ť˙­˙Ş˙ź˙´˙Ź˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat27Subtitle RTSŐ˙¨˙—˙˙ž˙Ţ˙ß˙Ť˙—˙˙Œ˙š˙ß˙’˙˙˙Œ˙ß˙ž˙˙š˙ß˙ž˙ą˙¸˙­˙Ś˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat28Subtitle RTS9Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙ž˙ą˙¸˙­˙Ś˙ß˙˛˙°˙˝˙Ź˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat29Subtitle RTSNŐ˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙‘˙‹˙–˙Ň˙˙š˙˙Œ˙˙‘˙‘˙š˙“˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙ß˙ą˙°˙¨˙Ţ˙ß˙Ť˙—˙š˙Œ˙š˙ß˙ž˙‘˙˜˙˙†˙ß˙’˙˙˙Œ˙ß˙ž˙˙š˙ß˙œ˙—˙š˙ˆ˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat30Subtitle RTS)Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙ß˙œ˙ž˙˙ß˙˙˙’˙˙ LBL#DIALOGEVENT:MisUSA04xChat31Subtitle RTS:Ő˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ß˙ź˙ž˙“˙“˙ß˙–˙‘˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat32Subtitle RTS0Ő˙Ź˙–˙˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCIA01Subtitle RTS)Ő˙¸˙˙˙›˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙Œ˙˙’˙š˙ß˙™˙˙–˙š˙‘˙›˙“˙–˙š˙Œ˙Ţ˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙˙˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCIA02Subtitle RTSŐ˙š˙˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙“˙š˙ž˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA04xCIA03Subtitle RTSŐ˙ˇ˙š˙˙š˙ß˙ś˙ß˙ž˙’˙Ó˙ß˙“˙š˙ž˙›˙ß˙˙‘˙ LBL"DIALOGEVENT:MisUSA04xCin01Subtitle RTShŐ˙Ź˙ž˙‹˙œ˙˙’˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙Ę˙Ń˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙Ť˙ž˙­˙¸˙ş˙Ť˙Ó˙ß˙‘˙˙ß˙—˙˙Œ˙‹˙–˙“˙š˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙z˙ˆ˙ž˙–˙‹˙z˙Ť˙ž˙­˙¸˙ş˙Ť˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙Ó˙ß˙Ź˙ž˙‹˙œ˙˙’˙z˙˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA04xCin02Subtitle RTS Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙Ę˙z˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙ž˙ß˙˜˙˙Ó˙ß˙˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA04xCin03Subtitle RTS3Ő˙­˙˙˜˙š˙˙ß˙Ź˙ž˙‹˙œ˙˙’˙z˙˙ž˙†˙“˙˙ž˙›˙ß˙–˙Œ˙ß˙ž˙ˆ˙ž˙†˙z˙“˙š˙ž˙‰˙–˙‘˙˜˙ß˙—˙˙‹˙…˙˙‘˙š˙Ţ˙ß˙°˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA04xCin04Subtitle RTS?Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙Ę˙Ó˙ß˙˙Š˙‹˙Ń˙ß˙Š˙–˙œ˙‹˙˙˙ß˙Ě˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˜˙˙ß˙™˙˙˙ß˙ś˙˛˙˛˙ş˙ť˙ś˙ž˙Ť˙ş˙ß˙›˙˙˙˙z˙˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA04xCin05Subtitle RTS&Ő˙­˙˙˜˙š˙˙ß˙Ź˙ž˙‹˙œ˙˙’˙z˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙z˙ LBL"DIALOGEVENT:MisUSA04xCin06Subtitle RTSŐ˙ł˙˙œ˙”˙ß˙ž˙‘˙›˙ß˙ł˙˙ž˙›˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCin07Subtitle RTS Ő˙ľ˙Š˙’˙˙Ţ˙ß˙ľ˙Š˙’˙˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCin08Subtitle RTS5Ő˙ź˙ž˙˙š˙™˙Š˙“˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙Œ˙“˙–˙’˙š˙›˙Ó˙ß˙˙˙†˙Œ˙z˙œ˙—˙š˙’˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙ LBL"DIALOGEVENT:MisUSA04xCin09Subtitle RTS,Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‘˙˙ß˙˛˙ś˙ł˙´˙ß˙­˙Ş˙ą˙Ó˙ß˙˙˙†˙Œ˙Ţ˙ß˙´˙š˙š˙˙ß˙†˙˙Š˙˙ß˙—˙š˙ž˙›˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCin10Subtitle RTS Ő˙Ź˙‹˙ž˙†˙ß˙–˙‘˙ß˙™˙˙˙’˙ž˙‹˙–˙˙‘˙Ţ˙Ţ˙ß˙ą˙˙ß˙ź˙˙ˆ˙˙˙†˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCin11Subtitle RTS&Ő˙¸˙˙ž˙‹˙Œ˙ß˙ž˙˙š˙ß˙ž˙ˆ˙ž˙†˙Ń˙ß˙­˙š˙‹˙Š˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙ž˙˙‘˙Ń˙ß˙°˙Š˙‹˙ LBL"DIALOGEVENT:MisUSA04xCin12Subtitle RTSsŐ˙˝˙˙ž˙‰˙˙ß˙‹˙š˙ž˙’˙Ó˙ß˙†˙˙Š˙˙ß˙˙˙–˙’˙ž˙˙†˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙Œ˙’˙ž˙“˙“˙ß˙ž˙–˙˙Œ˙‹˙˙–˙˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Ź˙˙Š˙‹˙—˙Ń˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙–˙‹˙ß˙™˙˙˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ń˙ß˙°˙Š˙‹˙ LBL"DIALOGEVENT:MisUSA04xCin13Subtitle RTSkŐ˙­˙˙˜˙š˙˙ß˙Ź˙ž˙‹˙œ˙˙’˙Ó˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙Š˙‹˙Ń˙ß˙ł˙–˙Œ˙‹˙š˙‘˙ß˙Š˙˙ß˙”˙–˙›˙Œ˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ž˙ß˙š˙­˙ş˙ş˙ß˙š˙ś˙­˙ş˙ß˙Ľ˙°˙ą˙ş˙Ţ˙ß˙¨˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙­˙°˙ž˙ź˙ˇ˙ş˙Ź˙Ţ˙ß˙ś˙™˙ß˙–˙‹˙ß˙’˙˙‰˙š˙Œ˙ß˙”˙–˙“˙“˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisUSA04xCin14Subtitle RTS2Ő˙ž˙–˙˙Œ˙‹˙˙–˙˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙š˙‘˙ß˙˙˙Š˙‹˙š˙ LBL"DIALOGEVENT:MisUSA04xEva01Subtitle RTS–Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙˝˙°˙°˙˝˙Ś˙Ň˙Ť˙­˙ž˙Ż˙Ź˙ß˙˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙’˙Ń˙ß˙Ş˙Œ˙š˙ß˙ť˙˙…˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisUSA04xEva02Subtitle RTSXŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙Œ˙š˙–˙…˙š˙›˙ß˙‹˙—˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙Œ˙Ń˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA04xEva03Subtitle RTSFŐ˙˝˙ş˙ß˙ź˙ž˙­˙ş˙š˙Ş˙ł˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙‹˙ß˙Š˙˙ß˙‹˙˙ž˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙ LBL"DIALOGEVENT:MisUSA04xEva04Subtitle RTS~Ő˙¸˙˙˙›˙ß˙‘˙š˙ˆ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙”˙‘˙˙ˆ˙Œ˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙œ˙˙‰˙š˙˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙ł˙š˙ž˙›˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙˙Œ˙ß˙‹˙˙ß˙Œ˙˙“˙–˙œ˙–˙‹˙ß˙‹˙—˙š˙–˙˙ß˙—˙š˙“˙˙ LBL"DIALOGEVENT:MisUSA04xEva05Subtitle RTSfŐ˙¸˙˙˙›˙ß˙‘˙š˙ˆ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙œ˙˙‰˙š˙˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙š˙–˙‘˙›˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙Œ˙˙“˙–˙œ˙–˙‹˙ß˙‹˙—˙š˙–˙˙ß˙—˙š˙“˙˙ LBL"DIALOGEVENT:MisUSA04xEva06Subtitle RTS@Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙™˙˙š˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙‹˙˙˙Š˙˙“˙š˙’˙ž˙”˙š˙˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva07Subtitle RTS/Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ LBL"DIALOGEVENT:MisUSA04xEva08Subtitle RTS˘Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Ś˙˙Š˙˙ß˙Š˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ś˙˙Š˙˙ß˙’˙ž˙–˙‘˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙™˙Š˙‘˙›˙–˙‘˙˜˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ž˙‘˙›˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva09Subtitle RTS.Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva10Subtitle RTS–Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙“˙ß˙‹˙˙ˆ˙‘˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙†˙ß˙¸˙ł˙ž˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ž˙‘˙›˙ß˙ž˙˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙›˙–˙˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙Ž˙Š˙š˙“˙“˙ß˙‹˙—˙š˙ß˙Š˙˙˙–˙Œ˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA04xEva11Subtitle RTS@Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙›˙–˙˙Ň˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙‹˙˙ß˙Ž˙Š˙š˙“˙“˙ß˙‹˙—˙š˙ß˙Š˙˙˙–˙Œ˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA04xEva12Subtitle RTSBŐ˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL"DIALOGEVENT:MisUSA04xEva13Subtitle RTSGŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙­˙ž˙ť˙ś˙°˙ß˙Ź˙Ť˙ž˙Ť˙ś˙°˙ą˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙Ň˙˙˙’˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva14Subtitle RTSIŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙­˙ž˙ť˙ś˙°˙ß˙Ź˙Ť˙ž˙Ť˙ś˙°˙ą˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙˙˙’˙˙Ň˙‹˙˙Š˙œ˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva15Subtitle RTSFŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙­˙ž˙ť˙ś˙°˙ß˙Ź˙Ť˙ž˙Ť˙ś˙°˙ą˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙Œ˙Š˙–˙œ˙–˙›˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva16Subtitle RTS^Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙ž˙­˙Ť˙ś˙ł˙ł˙ş˙­˙Ś˙ß˙Ż˙ł˙ž˙Ť˙š˙°˙­˙˛˙Ź˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ß˙™˙˙˙ß˙Œ˙Š˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙ß˙™˙–˙˙š˙ LBL"DIALOGEVENT:MisUSA04xEva17Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙­˙ş˙Ż˙ž˙ś˙­˙ß˙Ż˙ž˙ť˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙—˙š˙ž˙“˙ß˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva18Subtitle RTSCŐ˙Ź˙–˙˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙ß˙˙˙’˙˙š˙˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva19Subtitle RTSPŐ˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ß˙›˙š˙˙“˙˙†˙–˙‘˙˜˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙Œ˙˙˙‹˙ß˙˙Š˙˙ß˙˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva20Subtitle RTSHŐ˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙ß˙ž˙˙š˙ß˙Œ˙ˆ˙š˙š˙˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙Š˙˙ß˙˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙z˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ LBL"DIALOGEVENT:MisUSA04xEva21Subtitle RTS9Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙Š˙–˙“˙›˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙‹˙˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙˙˙’˙˙ß˙‹˙˙Š˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva22Subtitle RTSSŐ˙Ź˙–˙˙Ó˙ß˙ş˙‘˙š˙’˙†˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙˙˙˙‰˙–˙‘˙˜˙ß˙—˙–˙˜˙—˙“˙†˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙Ń˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙†˙˙Š˙ß˙Œ˙š˙‘˙›˙ß˙Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva23Subtitle RTS?Ő˙Ź˙–˙˙Ţ˙ß˙¨˙š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙˙š˙ß˙’˙˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva24Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙°˙ś˙ł˙ß˙­˙ş˙š˙ś˙ą˙ş˙­˙Ś˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙›˙Š˙œ˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙œ˙˙Œ˙‹˙ LBL"DIALOGEVENT:MisUSA04xEva25Subtitle RTS2Ő˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙˜˙Š˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙°˙ś˙ł˙ß˙š˙ś˙ş˙ł˙ť˙Ź˙ LBL"DIALOGEVENT:MisUSA04xEva26Subtitle RTS:Ő˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙°˙ś˙ł˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙ő˙ß˙°˙‘˙“˙†˙ß˙Î˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva27Subtitle RTS9Ő˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙°˙ś˙ł˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙ő˙ß˙°˙‘˙“˙†˙ß˙Ę˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisUSA04xEva28Subtitle RTS:Ő˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙°˙ś˙ł˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙ő˙ß˙°˙‘˙“˙†˙ß˙Î˙Ď˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisUSA04xEva29Subtitle RTS5Ő˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙°˙ś˙ł˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙ő˙ß˙Î˙Ę˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisUSA04xEva30Subtitle RTSSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙œ˙ž˙Œ˙—˙ß˙˙š˙Œ˙š˙˙‰˙š˙Œ˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙Ň˙Ň˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙™˙˙˙ß˙‘˙š˙š˙›˙š˙›˙ß˙œ˙ž˙Œ˙—˙ LBL"DIALOGEVENT:MisUSA04xEva31Subtitle RTSŐ˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙Ź˙ź˙Ş˙ť˙Ź˙Ť˙°˙­˙˛˙ß˙ť˙ş˙Ť˙ş˙ź˙Ť˙ş˙ť˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva32Subtitle RTS!Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva33Subtitle RTSDŐ˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙™˙ž˙–˙“˙Š˙˙š˙ LBL"DIALOGEVENT:MisUSA04xEva34Subtitle RTS8Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ţ˙ß˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙™˙ž˙–˙“˙Š˙˙š˙ LBL"DIALOGEVENT:MisUSA04xEva35Subtitle RTSŐ˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙Œ˙–˙˙ LBL#DIALOGEVENT:MisUSA05xChat01Subtitle RTS_Ő˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙†˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙Š˙Œ˙ß˙”˙‘˙˙ˆ˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisUSA05xChat02Subtitle RTS5Ő˙Ť˙—˙˙Œ˙š˙ß˙˙Š˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙“˙˙ž˙›˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙—˙˙Œ˙‹˙–˙“˙š˙Œ˙ß˙Œ˙–˙˙Ţ˙ß˙¨˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA05xChat03Subtitle RTS_Ő˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙†˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙Š˙Œ˙ß˙”˙‘˙˙ˆ˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisUSA05xChat04Subtitle RTStŐ˙¨˙š˙ß˙˙™˙™˙š˙˙ß˙†˙˙Š˙ß˙˙Š˙˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙˙–˙›˙ß˙Š˙Œ˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙˙‘˙˜˙š˙˙Ń˙ß˙ˇ˙–˙Œ˙ß˙˙˙Œ˙š˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙Š˙Œ˙ß˙ž˙“˙“˙ß˙ž˙‘˙›˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙ž˙“˙“˙˙ˆ˙ LBL#DIALOGEVENT:MisUSA05xChat05Subtitle RTSŐ˙ť˙š˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ť˙š˙‰˙–˙“˙ß˙˙™˙ß˙ť˙–˙Œ˙š˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisUSA05xChat06Subtitle RTS#Ő˙ˇ˙š˙“˙˙Ţ˙ß˙°˙‰˙š˙˙ß˙—˙š˙˙š˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙’˙š˙ LBL#DIALOGEVENT:MisUSA05xChat07Subtitle RTSSŐ˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙˙š˙“˙š˙ž˙Œ˙–˙‘˙˜˙ß˙’˙š˙Ń˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙’˙š˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:MisUSA05xCin01Subtitle RTSHŐ˙Ź˙ž˙‹˙Ň˙ź˙˙’˙ß˙ž˙Ë˙ß˙—˙ž˙Œ˙ß˙œ˙˙‘˙™˙–˙˙’˙ž˙‹˙–˙˙‘˙ß˙˙‘˙ß˙˙ž˙Œ˙š˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Ń˙ß˙Š˙–˙Œ˙Š˙ž˙“˙Œ˙ß˙ž˙˙š˙ß˙Š˙˙“˙˙ž˙›˙–˙‘˙˜˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:MisUSA05xCin02Subtitle RTS;Ő˙š˙–˙š˙“˙›˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙‰˙š˙˙–˙™˙†˙ß˙Œ˙‹˙ž˙‹˙Š˙Œ˙ß˙˙™˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA05xCin03Subtitle RTS<Ő˙Ť˙—˙š˙‘˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˜˙˙ß˙Š˙˙˙‘˙ß˙˙˙š˙Œ˙š˙‘˙‹˙ž˙‹˙–˙˙‘˙ß˙˙™˙ß˙™˙–˙‘˙ž˙“˙ß˙œ˙“˙š˙ž˙˙ž˙‘˙œ˙š˙ß˙œ˙˙›˙š˙ LBL"DIALOGEVENT:MisUSA05xCin04Subtitle RTS9Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙ž˙“˙˙—˙ž˙ß˙¨˙—˙–˙Œ˙”˙š˙†˙ß˙ş˙œ˙—˙˙Ó˙ß˙‹˙—˙š˙ß˙˙–˙˙›˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ LBL"DIALOGEVENT:MisUSA05xCin05Subtitle RTS*Ő˙Ť˙˙‡˙–˙‘˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙œ˙˙‘˙™˙–˙˙’˙š˙›˙ß˙Œ˙–˙˙ LBL"DIALOGEVENT:MisUSA05xCin06Subtitle RTS5Ő˙ź˙“˙š˙ž˙˙ž˙‘˙œ˙š˙ß˙œ˙˙›˙š˙ß˙–˙Œ˙ß˙Ź˙–˙š˙˙˙ž˙Ó˙ß˙ˇ˙˙‹˙š˙“˙Ó˙ß˙°˙Œ˙œ˙ž˙˙Ó˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙´˙–˙“˙˙ LBL"DIALOGEVENT:MisUSA05xEva01Subtitle RTSŕŐ˙Ż˙—˙ž˙Œ˙š˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙™˙Š˙“˙ß˙–˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙˙™˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙°˙‘˙“˙†˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙Ř˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙‹˙˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ LBL"DIALOGEVENT:MisUSA05xEva02Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙‰˙˙řh%řh%8˙ž˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙™˙Š˙“˙ß˙–˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙˙™˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙°˙‘˙“˙†˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙Ř˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙‹˙˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙œj%œj%”˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙źj%źj%tž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL"DIALOGEVENT:MisUSA05xEva03Subtitle RTSrŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙ˆ˙ž˙Œ˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙š˙‰˙š˙“˙˙˙ß˙Œ˙’˙ž˙“˙“˙ß˙Ž˙Š˙ž˙‘˙‹˙–˙‹˙–˙š˙Œ˙ß˙˙™˙ß˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙ß˙—˙–˙˜˙—˙ß˙ž˙“˙š˙˙‹˙ LBL"DIALOGEVENT:MisUSA05xEva04Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙Š˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙–˙‰˙–˙“˙“˙i%i% š˙‰˙š˙“˙˙˙ß˙Œ˙’˙ž˙“˙“˙ß˙Ž˙Š˙ž˙‘˙‹˙–˙‹˙–˙š˙Œ˙ß˙˙™˙ß˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙ß˙—˙–˙˜˙—˙ß˙ž˙“˙š˙˙‹˙“˙Ŕi%Ŕi%pł˙ž˙Ř˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙°˙‘˙“˙†˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙Ř˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙‹˙˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙œj%œj%”˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙źj%źj%tž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL"DIALOGEVENT:MisUSA05xEva05Subtitle RTSgŐ˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙Œ˙˙ß˙—˙š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙–˙‘˙™˙“˙–˙œ˙‹˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙‹˙š˙˙˙˙˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙‹˙˙˙ß˙—˙–˙’˙ LBL"DIALOGEVENT:MisUSA05xEva06Subtitle RTSpŐ˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙“˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ł˙˙œ˙ž˙“˙ß˙Š˙‘˙˙š˙Œ˙‹˙ß˙’˙ž˙†˙ß˙˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙™˙ž˙‰˙˙˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ LBL"DIALOGEVENT:MisUSA05xEva07Subtitle RTSŠŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙“˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Œ˙˙˙‘˙›˙š˙›˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙ž˙‘˙›˙ß˙—˙ž˙‰˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙Š˙Œ˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‘˙˙ˆ˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisUSA05xEva08Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙’˙ž˙–˙‘˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙Ř˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙‘˙ß˙Ş˙Ź˙ß˙’˙ž˙•˙˙˙ß˙’˙š˙‹˙˙˙˙˙“˙–˙‹˙ž˙‘˙ß˙ž˙˙š˙ž˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL"DIALOGEVENT:MisUSA05xEva09Subtitle RTSbŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‘˙™˙˙ž˙˙š˙›˙ß˙Œ˙œ˙ž˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA05xEva10Subtitle RTSFŐ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙z˙ß˙Ś˙˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙™˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙œ˙˙’˙’˙š˙‘˙œ˙š˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:MisUSA05xEva11Subtitle RTSŐ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ë˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisUSA05xEva12Subtitle RTSŐ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ě˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisUSA05xEva13Subtitle RTSŐ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Í˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisUSA05xEva14Subtitle RTS1Ő˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙ß˙’˙–˙‘˙Š˙‹˙š˙z˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙’˙˙‰˙š˙ß˙–˙‘˙ß˙‘˙˙ˆ˙Ţ˙ LBL"DIALOGEVENT:MisUSA05xEva15Subtitle RTS?Ő˙Ě˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙Š˙‘˙‹˙–˙“˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙z˙ß˙ś˙‹˙Ř˙Œ˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL"DIALOGEVENT:MisUSA05xEva16Subtitle RTS!Ő˙Î˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙Š˙‘˙‹˙–˙“˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙z˙ LBL"DIALOGEVENT:MisUSA05xEva17Subtitle RTS<Ő˙Ę˙z˙ß˙Ë˙z˙ß˙Ě˙z˙ß˙Í˙z˙ß˙Î˙z˙ß˙×˙˜˙ž˙Œ˙˙Ö˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA05xEva18Subtitle RTS~Ő˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ś˙’˙˙ž˙œ˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙ž˙‘˙›˙ß˙ˇ˙˙‹˙ß˙Ľ˙˙‘˙š˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙œ˙˙‘˙™˙–˙˙’˙š˙›˙Ń˙ß˙Ť˙—˙š˙ß˙œ˙ž˙Œ˙Š˙ž˙“˙‹˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙œ˙ž˙“˙œ˙Š˙“˙ž˙˙“˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙–˙“˙š˙›˙ LBL"DIALOGEVENT:MisUSA05xEva19Subtitle RTSnŐ˙Ť˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ˇ˙ž˙…˙˛˙ž˙‹˙ß˙›˙š˙œ˙˙‘˙‹˙ž˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙‹˙š˙ž˙’˙ß˙–˙Œ˙ß˙š˙‘˙Ň˙˙˙Š˙‹˙š˙Ń˙ß˙°˙‘˙š˙ß˙‹˙˙ß˙˜˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ LBL"DIALOGEVENT:MisUSA05xEva20Subtitle RTSDŐ˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙Ń˙ß˙Ť˙ˆ˙˙ß˙‹˙˙ß˙˜˙˙ LBL"DIALOGEVENT:MisUSA05xEva21Subtitle RTSCŐ˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙ß˙‹˙—˙–˙˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙Ń˙ß˙°˙‘˙š˙ß˙‹˙˙ß˙˜˙˙ LBL"DIALOGEVENT:MisUSA05xEva22Subtitle RTScŐ˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙‘˙˙ˆ˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙ž˙“˙“˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙Ř˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:MisUSA05xEva23Subtitle RTSdŐ˙Ť˙˙‡˙–˙‘˙ß˙˙˙š˙ž˙œ˙—˙Ó˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Í˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙‹˙˙ß˙˜˙Š˙–˙›˙š˙ß˙‹˙—˙š˙ß˙˝˙–˙˙Ň˙š˙‘˙˜˙–˙‘˙š˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙—˙˙‹˙ß˙…˙˙‘˙š˙ß˙‹˙˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙‹˙—˙š˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL"DIALOGEVENT:MisUSA05xEva24Subtitle RTSSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˜˙˙š˙š˙‘˙ß˙“˙–˙˜˙—˙‹˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙Ń˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙˙š˙˙–˙’˙š˙‹˙š˙˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA05xEva25Subtitle RTS€Ő˙ś˙‘˙‹˙š˙“˙ß˙Œ˙ž˙†˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙“˙˙˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙Ń˙ß˙Ş˙Œ˙š˙ß˙œ˙ž˙Š˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙’˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙˙š˙“˙š˙ž˙Œ˙š˙›˙ LBL"DIALOGEVENT:MisUSA05xEva26Subtitle RTSoŐ˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙”˙ß˙ˆ˙š˙“˙“˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙–˙‘˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙‰˙š˙˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙‹˙—˙˙˙ˆ˙ß˙ž˙‹˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisUSA05xEva27Subtitle RTSžŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ó˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙Ţ˙ß˙ś˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙š˙“˙š˙ž˙Œ˙š˙›˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙‘˙‹˙ž˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙ß˙Œ˙Ž˙Š˙ž˙˙š˙ß˙’˙–˙“˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA05xEva28Subtitle RTS‹Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙–˙‘˙‹˙š˙“˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙–˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙“˙š˙ž˙”˙ß˙‹˙—˙š˙ß˙‘˙ž˙˙ž˙“˙’˙ß˙–˙‘˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙˙Œ˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙‹˙Š˙‘˙‘˙š˙“˙Œ˙ß˙š˙‡˙–˙‹˙Œ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙“˙˙˙›˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙—˙˙“˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ LBL"DIALOGEVENT:MisUSA05xEva29Subtitle RTS^Ő˙ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙–˙‹˙—˙ß˙—˙–˙Œ˙ß˙œ˙˙š˙ž˙‹˙–˙˙‘˙Œ˙ß˙ž˙‘˙†˙ß˙“˙˙‘˙˜˙š˙˙ LBL"DIALOGEVENT:MisUSA05xEva30Subtitle RTSVŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙–˙‘˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙˙†˙Œ˙ß˙—˙˙’˙š˙Ń˙ß˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA05xEva31Subtitle RTSeŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˜˙˙š˙š˙‘˙ß˙“˙–˙˜˙—˙‹˙ß˙˙‘˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ş˙ž˙˜˙“˙š˙Ř˙Œ˙ß˙Ź˙‹˙˙–˙”˙š˙Ń˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA05xEva32Subtitle RTSĽŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙˙›˙š˙˙Œ˙ß˙ž˙˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙Œ˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙‹˙š˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL"DIALOGEVENT:MisUSA05xEva33Subtitle RTSÂŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙ß˙—˙ž˙Œ˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙˙ß˙­˙š˙˙š˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙‘˙›˙ß˙—˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙Œ˙—˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙†˙ß˙˜˙–˙‰˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA05xEva34Subtitle RTSŐ˙¸˙š˙ŕh%ŕh%Pß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙ß˙—˙ž˙Œ˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙˙ß˙­˙š˙˙š˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙‘˙›˙ß˙—˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙Œ˙—˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙†˙ß˙˜˙–˙‰˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Œ˙`j%`j%Ѝ˙š˙’˙ž˙–˙‘˙ß˙‹˙˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙œj%œj%”˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙źj%źj%tž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj LBL"DIALOGEVENT:MisUSA05xEva35Subtitle RTS]Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙Š˙‹˙Œ˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙Ń˙ß˙Ť˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Ţ˙ LBL$DIALOGEVENT:MisUSA05xThrax01Subtitle RTSbŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ß˙–˙‘˙™˙–˙›˙š˙“˙Ó˙ß˙‹˙—˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙Œ˙ß˙œ˙˙’˙’˙š˙‘˙œ˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙‘˙Œ˙š˙ß˙†˙˙Š˙˙ß˙“˙ž˙‘˙›˙Œ˙ß˙–˙‘˙ß˙˙š˙Œ˙‹˙–˙“˙š˙‘˙œ˙š˙Ń˙ß˙ˇ˙ž˙—˙ž˙—˙ž˙—˙ž˙z˙ LBL$DIALOGEVENT:MisUSA05xThrax02Subtitle RTSŐ˙Ś˙˙Š˙˙ß˙˙š˙‹˙˙ž˙†˙ž˙“˙ß˙—˙ž˙Œ˙ß˙‘˙˙‹˙ß˙˜˙˙‘˙š˙ß˙Š˙‘˙‘˙˙‹˙–˙œ˙š˙›˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙–˙‘˙™˙–˙›˙š˙“˙Œ˙ß˙†˙˙Š˙ß˙‘˙˙ˆ˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙Ń˙ß˙˛˙ž˙†˙ß˙†˙˙Š˙˙ß˙Œ˙˙‘˙Œ˙ß˙œ˙ž˙’˙š˙“˙Œ˙ß˙Œ˙ˆ˙š˙“˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‰˙–˙˙Š˙“˙š˙‘˙œ˙š˙Ţ˙ LBL$DIALOGEVENT:MisUSA05xThrax03Subtitle RTSHŐ˙˛˙†˙ß˙˙š˙ž˙œ˙—˙ß˙–˙Œ˙ß˙“˙˙‘˙˜˙ß˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙™˙š˙š˙“˙ß˙’˙†˙ß˙ˆ˙˙ž˙‹˙—˙Ţ˙ß˙ť˙–˙š˙ß˙–˙‘˙™˙–˙›˙š˙“˙ß˙›˙˙˜˙Œ˙Ó˙ß˙›˙–˙š˙Ţ˙ LBL'DIALOGEVENT:MisUSA06Crusader101Subtitle RTSŐ˙ş˙‘˙š˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙Ţ˙ LBL'DIALOGEVENT:MisUSA06Crusader102Subtitle RTSŐ˙˛˙˙˙š˙ß˙¸˙ł˙ž˙Ń˙ß˙ł˙˙œ˙”˙ß˙ž˙‘˙›˙ß˙“˙˙ž˙›˙ LBL'DIALOGEVENT:MisUSA06Crusader202Subtitle RTS1Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙˙˙ß˙ˆ˙š˙“˙“˙ß˙›˙Š˙˜˙ß˙–˙‘˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL'DIALOGEVENT:MisUSA06Crusader206Subtitle RTSŐ˙Ź˙‹˙˙˙ß˙‹˙—˙˙Œ˙š˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:MisUSA06Officer05Subtitle RTSŐ˙ź˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙™˙–˙˙š˙Ó˙ß˙’˙š˙‘˙Ţ˙ LBL'DIALOGEVENT:MisUSA07Crusader204Subtitle RTS7Ő˙¨˙š˙Ř˙‰˙š˙ß˙˙˙˙”˙š˙‘˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL'DIALOGEVENT:MisUSA07Crusader205Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙š˙‰˙š˙˙†˙ˆ˙—˙š˙˙š˙Ţ˙ LBL'DIALOGEVENT:MisUSA07Crusader301Subtitle RTS"Ő˙˝˙š˙ß˙ž˙›˙‰˙–˙Œ˙š˙›˙Ó˙ß˙œ˙ž˙˙ß˙˙˙’˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL'DIALOGEVENT:MisUSA07Crusader303Subtitle RTS*Ő˙¨˙š˙Ř˙‰˙š˙ß˙œ˙˙˙Œ˙Œ˙š˙›˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙Ź˙ˆ˙š˙š˙˙ß˙ž˙‘˙›˙ß˙œ˙“˙š˙ž˙˙ LBL'DIALOGEVENT:MisUSA07Crusader306Subtitle RTSŐ˙ˇ˙š˙š˙š˙“˙˙Ţ˙ LBL%DIALOGEVENT:MisUSA07Officer01Subtitle RTS1Ő˙¨˙š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙Ţ˙ LBL%DIALOGEVENT:MisUSA07Officer02Subtitle RTS7Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙‘˙˙‹˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Ń˙ß˙ł˙š˙ž˙‰˙š˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙˙š˙—˙–˙‘˙›˙Ţ˙ LBL%DIALOGEVENT:MisUSA07Officer03Subtitle RTS8Ő˙ź˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙ť˙š˙“˙‹˙ž˙ß˙‹˙ˆ˙˙Ń˙ß˙Ś˙˙Š˙˙ß˙˙˙›˙š˙˙Œ˙ß˙ž˙˙š˙ß˙‹˙˙ß˙™˙ž˙“˙“˙ß˙˙ž˙œ˙”˙Ń˙ß˙°˙‰˙š˙˙ LBL%DIALOGEVENT:MisUSA08Chatter06Subtitle RTSEŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ş˙œ˙—˙˙ß˙˙‘˙š˙ß˙˙˙“˙“˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙—˙˙‹˙ß˙…˙˙‘˙š˙Ń˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙”˙š˙š˙˙ß˙†˙˙Š˙˙ß˙š˙†˙š˙Œ˙ß˙˙˙š˙‘˙ LBL%DIALOGEVENT:MisUSA08Chatter10Subtitle RTSŐ˙ź˙ž˙˙ß˙˝˙˙’˙˙Ţ˙ß˙ź˙ž˙˙ß˙˝˙˙’˙˙Ţ˙ LBL%DIALOGEVENT:MisUSA08Chatter12Subtitle RTSŐ˙ź˙ž˙˙ß˙˙˙’˙˙Ţ˙ß˙°˙˙š˙‘˙ß˙™˙–˙˙š˙Ţ˙ LBL%DIALOGEVENT:MisUSA08Chatter14Subtitle RTSŐ˙ž˙“˙˙–˙˜˙—˙‹˙ß˙˙˙†˙Œ˙z˙“˙š˙‹˙Ř˙Œ˙ß˙˜˙˙Ţ˙ LBL!DIALOGEVENT:MisUSA08Cin03Subtitle RTS3Ő˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙ˆ˙—˙˙“˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙“˙–˙‘˙–˙‘˙˜˙ß˙Š˙˙ß˙™˙˙˙ß˙Š˙Œ˙ß˙‹˙˙›˙ž˙†˙ LBL#DIALOGEVENT:MisUSAChatter01Subtitle RTSŐ˙¸˙š˙‹˙ß˙–˙‘˙ß˙™˙˙˙’˙ž˙‹˙–˙˙‘˙Ó˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi001Subtitle RTS{Ő˙Ź˙˙Ó˙ß˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙ž˙†˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙›˙š˙œ˙–˙Œ˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙˙š˙˙ž˙˙š˙ß˙‹˙˙ß˙’˙š˙š˙‹˙ß˙†˙˙Š˙˙ß˙š˙‘˙›˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi002Subtitle RTS+Ő˙Ť˙—˙š˙ß˙‹˙–˙˜˙š˙˙ß˙Œ˙‹˙ž˙‘˙›˙Œ˙ß˙˙˙–˙Œ˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi003Subtitle RTSŐ˙š˙˙˙ß˙ź˙—˙–˙‘˙ž˙Ţ˙ß˙ź˙—˙ž˙˙˜˙š˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi004Subtitle RTS5Ő˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi005Subtitle RTS*Ő˙š˙š˙š˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙’˙˙–˙‘˙˜˙ß˙™˙š˙š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙–˙˙˙‘˙ß˙›˙˙ž˙˜˙˙‘˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi006Subtitle RTS.Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙˙‹˙—˙“˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi007Subtitle RTS+Ő˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙’˙š˙š˙‹˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ß˙˙™˙ß˙—˙˙‘˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi008Subtitle RTS!Ő˙Ť˙—˙–˙Œ˙ß˙ˆ˙š˙ß˙›˙˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙›˙ß˙˙™˙ß˙ź˙—˙–˙‘˙ž˙ LBL%DIALOGEVENT:Taunts_BossChi009Subtitle RTS'Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙‹˙š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙š˙š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi010Subtitle RTSyŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙’˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙‹˙–˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙ˆ˙ž˙‰˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙˙š˙ž˙”˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙˙ß˙˙–˙‹˙–˙™˙Š˙“˙ß˙ž˙˙’˙†˙ß˙‹˙˙ß˙›˙Š˙Œ˙‹˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi011Subtitle RTS"Ő˙Ť˙—˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙˙™˙ß˙ź˙—˙–˙‘˙ž˙ß˙™˙ž˙“˙“˙Œ˙ß˙Š˙˙˙‘˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi012Subtitle RTS?Ő˙Ś˙˙Š˙˙ß˙–˙‘˙™˙š˙˙–˙˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙‰˙–˙›˙š˙ß˙‘˙˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙™˙˙˙ß˙’˙†˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi013Subtitle RTS3Ő˙Ś˙˙Š˙ß˙˙š˙˜˙ž˙‘˙ß˙‹˙—˙–˙Œ˙ß˙™˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙–˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi014Subtitle RTS$Ő˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙™˙˙˙“˙Ţ˙ß˙Ť˙ž˙”˙š˙ß˙‘˙˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi015Subtitle RTSoŐ˙Ť˙ˆ˙˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ß˙’˙š˙š˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙Ń˙ß˙¨˙—˙˙ß˙–˙Œ˙ß˙‹˙˙ß˙Œ˙ž˙†˙ß˙ˆ˙—˙˙ß˙ˆ˙–˙“˙“˙ß˙ˆ˙–˙‘˙Ŕ˙ß˙ś˙ß˙›˙˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ˆ˙—˙˙Ń˙ß˙˛˙š˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi016Subtitle RTSPŐ˙ž˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ß˙ˆ˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ˆ˙˙˙‹˙—˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙Ń˙ß˙Ź˙˙ß˙ˆ˙—˙†˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi017Subtitle RTSfŐ˙­˙ž˙˜˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ß˙Œ˙˙ß˙™˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙Ó˙ß˙˙ž˙˜˙š˙ß˙ž˙‘˙›˙ß˙ž˙ß˙œ˙˙“˙Š˙’˙‘˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙Ń˙Ń˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ˆ˙—˙š˙˙š˙ LBL%DIALOGEVENT:Taunts_BossChi018Subtitle RTSzŐ˙Ś˙˙Š˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙‘˙›˙ß˙˙‘˙“˙†˙ß˙‘˙˙ˆ˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙˙˙˙š˙ß˙–˙Œ˙ß˙˙‘˙ß˙™˙–˙˙š˙ LBL%DIALOGEVENT:Taunts_BossChi019Subtitle RTS[Ő˙Ť˙—˙š˙ß˙›˙ž˙‘˙œ˙š˙ß˙˙™˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙Œ˙‹˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙˙˙–˙š˙™˙z˙ž˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙‹˙˙ž˙‘˙˜˙š˙“˙†˙ß˙˙˙–˙š˙™˙ LBL%DIALOGEVENT:Taunts_BossChi020Subtitle RTS6Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙‹˙—˙˙˙Š˙˜˙—˙Ń˙ß˙Ż˙–˙‹˙†˙ LBL%DIALOGEVENT:Taunts_BossChi021Subtitle RTS#Ő˙Ť˙—˙ž˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi022Subtitle RTS7Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙ž˙œ˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙›˙ß˙˙™˙ß˙†˙˙Š˙ß˙˙š˙˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi023Subtitle RTS;Ő˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙’˙˙’˙š˙‘˙‹˙Œ˙ß˙˙ž˙Š˙Œ˙š˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙†˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙’˙˙‰˙š˙ LBL%DIALOGEVENT:Taunts_BossChi024Subtitle RTSCŐ˙ž˙ß˙ˆ˙–˙Œ˙š˙ß˙’˙ž˙‘˙ß˙”˙‘˙˙ˆ˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙˙ß˙˙š˙‹˙˙š˙ž˙‹˙Ń˙ß˙°˙˙‰˙–˙˙Š˙Œ˙“˙†˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙Œ˙Š˙œ˙—˙ß˙ž˙ß˙’˙ž˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi025Subtitle RTSŐ˙ś˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙Ó˙ß˙ž˙“˙“˙ß˙™˙ž˙“˙“˙ß˙˙š˙™˙˙˙š˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi026Subtitle RTS"Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙’˙–˙˜˙—˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi027Subtitle RTS$Ő˙ź˙—˙–˙‘˙ž˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙˙†˙ß˙˙‘˙š˙ß˙’˙ž˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi028Subtitle RTS,Ő˙¨˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙’˙š˙›˙–˙ž˙‹˙š˙ß˙ž˙‘˙›˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙’˙˙‰˙š˙ LBL%DIALOGEVENT:Taunts_BossChi029Subtitle RTS-Ő˙ť˙˙ß˙‘˙˙‹˙ß˙œ˙˙’˙’˙–˙‹˙ß˙‹˙˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi030Subtitle RTS!Ő˙Ź˙Š˙–˙œ˙–˙›˙š˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi031Subtitle RTS<Ő˙¨˙š˙ß˙Œ˙ˆ˙š˙š˙˙ß˙ž˙ˆ˙ž˙†˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙“˙–˙”˙š˙ß˙˙ž˙’˙˙˙˙ß˙˙š˙™˙˙˙š˙ß˙ž˙ß˙—˙Š˙˙˙–˙œ˙ž˙‘˙š˙ LBL%DIALOGEVENT:Taunts_BossChi032Subtitle RTS>Ő˙Ś˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙ž˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ž˙Œ˙ß˙ˆ˙š˙ß˙”˙‘˙˙œ˙”˙š˙›˙ß˙–˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossChi033Subtitle RTSQŐ˙ž˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙ˆ˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙˙˙˙›˙Š˙œ˙š˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ LBL%DIALOGEVENT:Taunts_BossChi034Subtitle RTS*Ő˙Ś˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˜˙˙˙Š˙‘˙›˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi035Subtitle RTS7Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙™˙ž˙“˙“˙ß˙˙š˙™˙˙˙š˙ß˙Š˙Œ˙ß˙“˙–˙”˙š˙ß˙˙“˙ž˙›˙š˙Œ˙ß˙˙™˙ß˙˜˙˙ž˙Œ˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi036Subtitle RTSKŐ˙¨˙š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙Œ˙˙ß˙ˆ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi037Subtitle RTSYŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙‹˙—˙ž˙‹˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙š˙œ˙‹˙š˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ß˙˙†˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossChi038Subtitle RTSKŐ˙ť˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙™˙š˙š˙“˙–˙‘˙˜˙ß˙’˙†˙ß˙ˆ˙˙ž˙–˙‹˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi039Subtitle RTSlŐ˙ś˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙‘˙˙ˆ˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙–˙‹˙ß˙’˙†˙ß˙’˙˙’˙š˙‘˙‹˙ž˙˙†˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙z˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙“˙ž˙Œ˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi040Subtitle RTS6Ő˙ť˙˙…˙š˙˙Œ˙Ĺ˙ß˙­˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙˙š˙™˙˙˙š˙ß˙˙Š˙˙ß˙˛˙–˙¸˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi041Subtitle RTS/Ő˙°˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙ž˙œ˙”˙–˙‘˙˜˙Ţ˙ß˙­˙š˙˙š˙“˙ß˙‹˙—˙š˙ß˙–˙‘˙‰˙ž˙›˙š˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi042Subtitle RTS=Ő˙Ť˙—˙ž˙‹˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙‹˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙–˙‹˙ß˙–˙Œ˙ß˙’˙†˙ß˙‹˙Š˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi043Subtitle RTSEŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙œ˙“˙ž˙–˙’˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙˙‰˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi044Subtitle RTS8Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙˙Œ˙š˙ß˙˛˙–˙¸˙Œ˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi045Subtitle RTSJŐ˙Ť˙—˙š˙ß˙˙˙–˙œ˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙ž˙˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙—˙–˙˜˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙ž˙†˙ LBL%DIALOGEVENT:Taunts_BossChi046Subtitle RTSjŐ˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙Œ˙ß˙˙“˙š˙‘˙‹˙–˙™˙Š˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙Œ˙ž˙œ˙˙–˙™˙–˙œ˙š˙›˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙‹˙Š˙˙‘˙ß˙†˙˙Š˙˙ß˙œ˙˙Š˙š˙“˙‹˙†˙ß˙‹˙š˙‘˙Ň˙™˙˙“˙›˙ LBL%DIALOGEVENT:Taunts_BossChi047Subtitle RTSIŐ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙†˙˙Š˙ß˙ˆ˙–˙Œ˙—˙Ň˙Ň˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙š˙ž˙˙ß˙‹˙—˙š˙ß˙˙š˙ˆ˙ž˙˙›˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi048Subtitle RTS7Ő˙Ť˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙œ˙ž˙‘˙ß˙š˙ž˙Œ˙–˙“˙†˙ß˙˙š˙ß˙ž˙‰˙˙–˙›˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi049Subtitle RTSsŐ˙Ź˙š˙š˙”˙–˙‘˙˜˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙†˙˙Š˙˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ž˙ß˙Œ˙˙“˙–˙›˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙˙‰˙š˙›˙ß˙†˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ LBL%DIALOGEVENT:Taunts_BossChi050Subtitle RTS'Ő˙Ź˙˙’˙š˙‹˙—˙–˙‘˙˜˙ß˙Œ˙‹˙–˙˙Œ˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙š˙›˙˜˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossChi051Subtitle RTS'Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi052Subtitle RTS6Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙“˙–˙‰˙š˙ß˙‹˙˙ß˙˙š˙˜˙˙š˙‹˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi053Subtitle RTS>Ő˙Ś˙˙Š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙’˙ž˙†˙ß˙š˙‘˙‹˙š˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙“˙š˙ž˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi054Subtitle RTS1Ő˙Ť˙—˙˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙’˙†˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi055Subtitle RTS0Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙–˙‘˙Œ˙–˙Œ˙‹˙ß˙˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙‘˙”˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi056Subtitle RTS@Ő˙ś˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙Š˙œ˙œ˙š˙š˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi057Subtitle RTS>Ő˙ž˙ß˙˙˙ž˙‰˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙˙˙ž˙‰˙š˙˙†˙ß˙ž˙“˙˙‘˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi058Subtitle RTS Ő˙Ť˙—˙ž˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙˙“˙Œ˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi059Subtitle RTS%Ő˙ł˙š˙ž˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙ž˙‘˙˜˙š˙˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi060Subtitle RTS;Ő˙ś˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙›˙˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ž˙“˙“˙˙ˆ˙ß˙–˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi061Subtitle RTS?Ő˙­˙Š˙‘˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙š˙™˙˙˙š˙ß˙ś˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙ß˙˙‘˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi062Subtitle RTS=Ő˙¨˙š˙ß˙ž˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi063Subtitle RTS7Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙™˙˙˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙Œ˙š˙š˙ LBL%DIALOGEVENT:Taunts_BossChi064Subtitle RTS&Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ž˙›˙š˙Ž˙Š˙ž˙‹˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi065Subtitle RTS.Ő˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙–˙‘˙ß˙“˙š˙‰˙š˙“˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi066Subtitle RTS!Ő˙Ś˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙’˙–˙‘˙š˙ LBL%DIALOGEVENT:Taunts_BossChi067Subtitle RTS#Ő˙ś˙ß˙œ˙“˙ž˙–˙’˙ß˙‹˙—˙–˙Œ˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙™˙˙˙ß˙ź˙—˙–˙‘˙ž˙ LBL%DIALOGEVENT:Taunts_BossChi068Subtitle RTS0Ő˙Ś˙˙Š˙˙ß˙™˙“˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙š˙‡˙˙˙Œ˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙š˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ LBL%DIALOGEVENT:Taunts_BossChi069Subtitle RTSLŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙Œ˙Š˙˙‰˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi070Subtitle RTSNŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙›˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙˙ž˙†˙ß˙‹˙—˙ž˙‹˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ LBL%DIALOGEVENT:Taunts_BossChi071Subtitle RTS=Ő˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi072Subtitle RTSGŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙—˙ž˙Š˙Œ˙‹˙š˙›˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙ž˙›˙’˙–˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi073Subtitle RTSEŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙ž˙‡˙š˙›˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙’˙š˙ß˙ž˙‘˙›˙ß˙‹˙ž˙”˙š˙ß˙†˙˙Š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi074Subtitle RTSDŐ˙Ť˙—˙š˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙–˙Œ˙ß˙ž˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙’˙˙˙š˙ß˙˙™˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi075Subtitle RTSDŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙™˙˙˙œ˙–˙‘˙˜˙ß˙’˙š˙ß˙‹˙˙ß˙ž˙‘˙Œ˙ˆ˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙–˙“˙˙ß˙˙™˙ß˙’˙†˙ß˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi076Subtitle RTSFŐ˙Ť˙—˙ž˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙˙’˙–˙›˙ž˙˙“˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙ź˙—˙–˙‘˙ž˙ LBL%DIALOGEVENT:Taunts_BossChi077Subtitle RTS>Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙z˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙˙š˙˙ß˙˙š˙Œ˙˙š˙œ˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙ LBL%DIALOGEVENT:Taunts_BossChi078Subtitle RTS0Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙ź˙—˙–˙‘˙ž˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi079Subtitle RTSYŐ˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙–˙‹˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙‘˙“˙†˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙’˙–˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossChi080Subtitle RTSQŐ˙Ś˙˙Š˙˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙˙Š˙‹˙‘˙Š˙’˙˙š˙˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙‹˙˙†˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙š˙˙ß˙—˙˙˙›˙š˙ß˙‹˙—˙ž˙‘˙ß˙ź˙—˙–˙‘˙ž˙ LBL%DIALOGEVENT:Taunts_BossChi081Subtitle RTS9Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙˜˙˙˙ˆ˙Œ˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˙–˙˙š˙ß˙™˙˙˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙Œ˙‹˙˙–˙”˙š˙ LBL%DIALOGEVENT:Taunts_BossChi082Subtitle RTS+Ő˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Ó˙ß˙Œ˙œ˙ž˙‹˙‹˙š˙˙Ţ˙ß˙Ź˙œ˙Š˙›˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙–˙‘˙˙˙Š˙‘˙›˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi083Subtitle RTS0Ő˙¨˙š˙ß˙ž˙˙š˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi084Subtitle RTSMŐ˙ą˙˙Ţ˙ß˙Ś˙˙Š˙˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙–˙‘˙•˙Š˙˙š˙ß˙Š˙Œ˙Ň˙Ň˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi085Subtitle RTSOŐ˙ˇ˙–˙›˙š˙ß˙–˙‘˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ž˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙’˙š˙ß˙‹˙˙ß˙‰˙–˙Œ˙–˙‹˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi086Subtitle RTSIŐ˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ř˙Œ˙ß˙š˙‡˙˙“˙˙–˙‹˙Œ˙ß˙ž˙˙š˙ß˙“˙š˙˜˙š˙‘˙›˙ž˙˙†˙Ó˙ß˙˙Š˙‹˙ß˙—˙š˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙˙‘˙š˙ß˙’˙ž˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi087Subtitle RTSuŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙˙˙Š˙˙‹˙š˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙ž˙˜˙š˙‘˙‹˙Œ˙Ń˙ß˙ˇ˙š˙˙ß˙‹˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙ž˙‰˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi088Subtitle RTSTŐ˙Ť˙—˙š˙ß˙Œ˙‘˙–˙˙š˙˙ß˙´˙š˙“˙“˙ß˙š˙‘˙‹˙š˙˙Œ˙ß˙˙Š˙˙ß˙˙ž˙‹˙‹˙“˙š˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙œ˙˙Š˙‘˙‹˙ß˙˙‘˙ß˙—˙–˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙‹˙˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi089Subtitle RTSPŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙™˙˙˙“˙–˙Œ˙—˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙‘˙“˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi090Subtitle RTS-Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi091Subtitle RTSPŐ˙Ť˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi092Subtitle RTSNŐ˙ś˙™˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙š˙“˙“˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙ˆ˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙˙˙‹˙—˙š˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi093Subtitle RTS,Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙ß˙‹˙—˙–˙Œ˙ß˙š˙ž˙Œ˙–˙“˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi094Subtitle RTSŐ˙Ś˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙—˙˙“˙›˙ LBL%DIALOGEVENT:Taunts_BossChi095Subtitle RTS2Ő˙ś˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙“˙–˙”˙š˙Œ˙ß˙˙™˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi096Subtitle RTS7Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙œ˙˙‰˙š˙˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi097Subtitle RTSIŐ˙ś˙ß˙’˙Š˙Œ˙‹˙ß˙ž˙œ˙”˙‘˙˙ˆ˙“˙š˙›˙˜˙š˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi098Subtitle RTS8Ő˙˛˙†˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙˙š˙ß˙“˙š˙ž˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi099Subtitle RTSXŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙š˙‹˙‹˙š˙˙ß˙‹˙˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙˙‘˙˙˙ž˙˙“˙†˙ß˙‹˙—˙ž˙‘˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi100Subtitle RTS)Ő˙Ť˙—˙š˙ß˙š˙‘˙›˙ß˙–˙Œ˙ß˙›˙˙ž˙ˆ˙–˙‘˙˜˙ß˙‘˙š˙ž˙˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi101Subtitle RTS+Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ß˙‹˙—˙š˙ß˙–˙‘˙š˙‰˙–˙‹˙ž˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi102Subtitle RTSGŐ˙Ť˙—˙š˙ß˙Œ˙—˙ž˙›˙˙ˆ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙˙ž˙˜˙˙‘˙ß˙Œ˙–˙˜˙‘˙ž˙“˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi103Subtitle RTS*Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi104Subtitle RTS(Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙›˙˙ž˙˜˙˙‘˙ß˙‹˙˙ß˙˙–˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi105Subtitle RTS-Ő˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙‘˙˙ß˙Œ˙—˙ž˙’˙š˙ß˙–˙‘˙ß˙ž˙œ˙œ˙š˙˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi106Subtitle RTSDŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ß˙’˙š˙Ń˙ß˙­˙š˙‹˙Š˙˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙˙ß˙‹˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL%DIALOGEVENT:Taunts_BossChi107Subtitle RTS(Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙˙Š˙‘˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ß˙›˙š˙’˙–˙Œ˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi108Subtitle RTSJŐ˙Ť˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ß˙œ˙˙‘˙‹˙š˙Œ˙‹˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi109Subtitle RTS+Ő˙ś˙’˙˙˙˙‰˙š˙ß˙†˙˙Š˙˙ß˙Œ˙”˙–˙“˙“˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi110Subtitle RTS5Ő˙¨˙š˙“˙œ˙˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi111Subtitle RTSaŐ˙Ś˙˙Š˙˙ß˙‰˙–˙œ˙‹˙˙˙–˙š˙Œ˙ß˙Œ˙˙š˙ž˙”˙ß˙ˆ˙š˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˙Š˙‹˙ß˙’˙†˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙’˙†˙ß˙œ˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossChi112Subtitle RTS0Ő˙Ź˙˙˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ß˙‹˙—˙š˙ß˙›˙˙ž˙˜˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA001Subtitle RTSdŐ˙˛˙˙Œ˙‹˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙™˙“˙š˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙™˙ß˙’˙†˙ß˙ž˙˙’˙–˙š˙Œ˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ˆ˙˙˙‹˙—˙ˆ˙—˙–˙“˙š˙ß˙ž˙™˙‹˙š˙˙ß˙ž˙“˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA002Subtitle RTS0Ő˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙›˙š˙Œ˙œ˙š˙‘˙›˙ß˙˙‘˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙ˆ˙–˙‘˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA003Subtitle RTS+Ő˙Ś˙˙Š˙˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙“˙–˙”˙š˙ß˙Œ˙—˙š˙š˙˙ß˙˙š˙™˙˙˙š˙ß˙’˙†˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA004Subtitle RTS{Ő˙ł˙˙˙”˙ß˙ž˙‹˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙ˆ˙˙‘˙›˙š˙˙™˙Š˙“˙ß˙‹˙˙†˙Œ˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙‹˙˙ß˙’˙š˙Ń˙ß˙ś˙ß˙˙˙˙”˙š˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙‹˙˙†˙Œ˙ß˙ž˙Œ˙ß˙ž˙ß˙œ˙—˙–˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙˙š˙ž˙”˙ß˙†˙˙Š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA005Subtitle RTS,Ő˙Ś˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙™˙ž˙“˙“˙ß˙“˙–˙”˙š˙ß˙ˆ˙—˙š˙ž˙‹˙ß˙˙š˙™˙˙˙š˙ß˙’˙†˙ß˙Œ˙ˆ˙˙˙›˙ LBL%DIALOGEVENT:Taunts_BossGLA006Subtitle RTSxŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙˙‘˙š˙ß˙ˆ˙š˙“˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙˙ˆ˙š˙˙ß˙œ˙˙’˙˙–˙‘˙š˙›˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙›˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA007Subtitle RTS@Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙š˙‰˙š˙‘˙ß˙Œ˙š˙š˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA008Subtitle RTS*Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙ˆ˙š˙š˙˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙“˙ž˙‘˙›˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA009Subtitle RTSEŐ˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙Š˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙–˙‘˙‰˙ž˙Œ˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA010Subtitle RTSFŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙ž˙˙š˙›˙ß˙‹˙˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙Ň˙Ň˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ž˙˙ß˙‹˙—˙š˙ß˙‹˙š˙˙˙–˙˙“˙š˙ß˙˙š˙ˆ˙ž˙˙›˙ LBL%DIALOGEVENT:Taunts_BossGLA011Subtitle RTSAŐ˙ˇ˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙™˙š˙š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙—˙˙˙Œ˙š˙’˙š˙‘˙ß˙˙–˙›˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙›˙˙˙˙Œ˙‹˙š˙˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA012Subtitle RTS>Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙—˙ž˙›˙ß˙†˙˙Š˙˙ß˙œ˙—˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙˙š˙‹˙˙š˙ž˙‹˙Ó˙ß˙‘˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‘˙‘˙–˙—˙–˙“˙ž˙‹˙š˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossGLA013Subtitle RTS.Ő˙˝˙š˙ž˙˙ß˙ˆ˙–˙‹˙‘˙š˙Œ˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙™˙ß˙’˙†˙ß˙ˆ˙–˙“˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA014Subtitle RTS+Ő˙˛˙†˙ß˙˙ž˙˜˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙˙ß˙†˙˙Š˙˙ß˙ˆ˙ž˙˙Ň˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙‹˙˙ß˙›˙Š˙Œ˙‹˙ LBL%DIALOGEVENT:Taunts_BossGLA015Subtitle RTSŐ˙Ť˙˙‡˙–˙‘˙z˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙z˙Œ˙‹˙š˙ž˙“˙‹˙—˙z˙ž˙‘˙†˙ß˙˙‘˙š˙ß˙˙™˙ß˙‹˙—˙š˙Œ˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙‹˙—˙˙š˙š˙Ŕ˙ß˙ž˙“˙“˙ß˙–˙Œ˙ß˙“˙˙Œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙z˙™˙˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙›˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA016Subtitle RTS@Ő˙Ś˙˙Š˙˙ß˙ˆ˙˙˙“˙›˙ß˙—˙ž˙Œ˙ß˙’˙ž˙›˙š˙ß˙†˙˙Š˙ß˙Œ˙˙™˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙–˙‘˙š˙ß˙—˙ž˙Œ˙ß˙’˙ž˙›˙š˙ß˙’˙š˙ß˙Œ˙‹˙˙˙‘˙˜˙z˙ LBL%DIALOGEVENT:Taunts_BossGLA017Subtitle RTS,Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙“˙š˙ž˙˙‘˙ß˙‹˙˙ß˙˙š˙Œ˙˙š˙œ˙‹˙ß˙’˙†˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA018Subtitle RTSIŐ˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙Š˙Œ˙š˙ß˙ˆ˙—˙–˙“˙š˙ß˙ś˙ß˙˙Š˙–˙“˙›˙ß˙’˙†˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙Œ˙Š˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA019Subtitle RTS9Ő˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙˜˙˙˙ˆ˙‘˙ß˙‹˙–˙˙š˙›˙ß˙›˙†˙–˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA020Subtitle RTSJŐ˙Ť˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙š˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA021Subtitle RTS;Ő˙¨˙š˙ß˙ž˙ˆ˙ž˙–˙‹˙ß˙†˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙–˙‹˙—˙ß˙˜˙˙š˙ž˙‹˙ß˙ž˙‘˙‹˙–˙œ˙–˙˙ž˙‹˙–˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA022Subtitle RTS@Ő˙ˇ˙ž˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‡˙‹˙š˙‘˙‹˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ť˙˙Š˙“˙†˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ LBL%DIALOGEVENT:Taunts_BossGLA023Subtitle RTSOŐ˙Ś˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙“˙–˙”˙š˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙Œ˙œ˙˙š˙ž˙’˙Œ˙ß˙ž˙’˙–˙›˙Œ˙‹˙ß˙‹˙—˙š˙ß˙—˙˙ˆ˙“˙ß˙˙™˙ß˙ž˙ß˙˙ž˙˜˙–˙‘˙˜˙ß˙Œ˙‹˙˙˙’˙ LBL%DIALOGEVENT:Taunts_BossGLA024Subtitle RTS-Ő˙Ť˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙˙š˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA025Subtitle RTS0Ő˙ˇ˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ś˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙“˙–˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA026Subtitle RTSeŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙’˙†˙ß˙Œ˙Š˙˙•˙š˙œ˙‹˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙’˙†˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙z˙—˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙ß˙›˙˙ß˙†˙˙Š˙ß˙–˙‘˙‹˙š˙‘˙›˙ß˙‹˙˙ß˙›˙ž˙‘˙œ˙š˙ß˙ž˙˙˙Š˙‘˙›˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙œ˙“˙˙ˆ˙‘˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA027Subtitle RTSBŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙˙š˙’˙–˙‘˙›˙ß˙’˙š˙ß˙˙™˙ß˙ž˙ß˙œ˙—˙–˙“˙›˙ß˙“˙š˙ž˙˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙“˙ž˙†˙ß˙œ˙—˙š˙Œ˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA028Subtitle RTSCŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙š˙‡˙—˙ž˙Š˙Œ˙‹˙š˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA029Subtitle RTSCŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙ˆ˙ž˙Œ˙ß˙˙˙˙š˙›˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙ž˙˜˙˙Ň˙Ň˙‘˙˙ˆ˙ß˙ś˙Ř˙’˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙™˙ž˙“˙“˙ß˙ž˙Œ˙“˙š˙š˙˙ LBL%DIALOGEVENT:Taunts_BossGLA030Subtitle RTS6Ő˙ˇ˙˙ˆ˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙ß˙™˙š˙š˙“˙ß˙‹˙˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ž˙ß˙‹˙˙Š˙š˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙˜˙š˙‘˙–˙Š˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA031Subtitle RTS!Ő˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙˜˙ž˙–˙‘˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ LBL%DIALOGEVENT:Taunts_BossGLA032Subtitle RTS-Ő˙ą˙˙ˆ˙ß˙†˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙™˙ž˙“˙“˙Œ˙Ň˙Ň˙Œ˙˙˙‘˙ß˙ž˙“˙“˙ß˙Œ˙—˙ž˙“˙“˙ß˙™˙ž˙“˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA033Subtitle RTS?Ő˙Ś˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙“˙˙Œ˙‹˙Ň˙Ň˙˙š˙˙Š˙–˙“˙›˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA034Subtitle RTS/Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙˙š˙“˙–˙š˙‰˙š˙›˙ß˙†˙˙Š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA035Subtitle RTS2Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA036Subtitle RTS[Ő˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙š˙‰˙š˙‘˙ß˙—˙˙“˙›˙ß˙˙‘˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙—˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙—˙˙˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA037Subtitle RTSyŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙“˙“˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ˆ˙—˙†˙ß˙‘˙˙‹˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ß˙ž˙‘˙›˙ß˙Œ˙˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙‘˙†˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙š˙’˙˙ž˙˙˙ž˙Œ˙Œ˙’˙š˙‘˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA038Subtitle RTSSŐ˙ť˙˙ß˙‘˙˙‹˙ß˙‹˙š˙Œ˙‹˙ß˙’˙†˙ß˙˙ž˙‹˙–˙š˙‘˙œ˙š˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˙™˙ß˙’˙†˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA039Subtitle RTS+Ő˙Ś˙˙Š˙ß˙›˙ž˙˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossGLA040Subtitle RTSPŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙ž˙‘˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙‹˙˙ß˙›˙˙ß˙’˙†˙ß˙˙Š˙Œ˙–˙‘˙š˙Œ˙Œ˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙‘˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA041Subtitle RTSGŐ˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙˙ß˙œ˙˙Š˙Œ˙—˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙˛˙˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙–˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙“˙ž˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA042Subtitle RTSLŐ˙Ť˙—˙ž˙‹˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙˙ž˙‹˙–˙š˙‘˙œ˙š˙ß˙—˙ž˙Œ˙ß˙“˙–˙’˙–˙‹˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA043Subtitle RTS_Ő˙˛˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙’˙š˙ß˙‹˙˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙˙‰˙š˙˙ß˙†˙š˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA044Subtitle RTSMŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Š˙‘˙›˙š˙˙š˙Œ˙‹˙–˙’˙ž˙‹˙š˙›˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossGLA045Subtitle RTSPŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙˙ž˙œ˙‹˙–˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙–˙˙ß˙˙“˙˙˙›˙ß˙–˙Œ˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙—˙ž˙‘˙›˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA046Subtitle RTS.Ő˙­˙š˙“˙š˙ž˙Œ˙š˙ß˙’˙†˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙˙˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙˙‘˙ß˙–˙‹˙ß˙›˙˙ˆ˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA047Subtitle RTSTŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙›˙š˙˙š˙“˙–˙œ˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Ń˙ß˙˝˙š˙Œ˙‹˙ß˙˙™˙ß˙“˙Š˙œ˙”˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙–˙‹˙ß˙ˆ˙˙˙”˙ LBL%DIALOGEVENT:Taunts_BossGLA048Subtitle RTS@Ő˙Ť˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙ž˙‰˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA049Subtitle RTS8Ő˙ś˙’˙˙Š˙›˙š˙‘˙‹˙ß˙™˙˙˙“˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙–˙‘˙‰˙ž˙›˙š˙›˙ß˙–˙‘˙‹˙˙ß˙’˙†˙ß˙—˙˙’˙š˙ß˙™˙ž˙˙ß˙š˙‘˙˙Š˙˜˙—˙ LBL%DIALOGEVENT:Taunts_BossGLA050Subtitle RTSYŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙Œ˙‹˙–˙‘˙˜˙–˙‘˙˜˙ß˙–˙‘˙Œ˙š˙œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙Œ˙Ž˙Š˙ž˙Œ˙—˙ß˙†˙˙Š˙˙ß˙ž˙‘˙‘˙˙†˙–˙‘˙˜˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA051Subtitle RTS=Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙—˙–˙’˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙’˙ß˙ž˙“˙“˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossGLA052Subtitle RTS:Ő˙š˙˙˙“˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙˙Œ˙Œ˙š˙›˙ß˙‹˙—˙š˙ß˙“˙–˙‘˙š˙Ţ˙ß˙Ś˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙˙˙™˙š˙–˙‹˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossGLA053Subtitle RTS;Ő˙ž˙—˙Ó˙ß˙ž˙ß˙™˙“˙ž˙‘˙”˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙œ˙˙Š˙›˙š˙Ó˙ß˙˙Š˙‹˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙–˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ LBL%DIALOGEVENT:Taunts_BossGLA054Subtitle RTS,Ő˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙†˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA055Subtitle RTS6Ő˙ž˙ß˙™˙˙˙‘˙‹˙ž˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ŕ˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙’˙˙˙š˙ß˙™˙˙˙œ˙š˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA056Subtitle RTSUŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙’˙†˙ß˙š˙‡˙‹˙˙ž˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙z˙ž˙‘˙›˙ß˙ś˙ß˙Œ˙‹˙˙š˙Œ˙Œ˙Ó˙ß˙’˙†˙ß˙š˙‡˙‹˙˙ž˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙ł˙š˙ž˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossGLA057Subtitle RTS?Ő˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙‹˙—˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙“˙š˙ž˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙š˙ž˙‹˙—˙ LBL%DIALOGEVENT:Taunts_BossGLA058Subtitle RTSAŐ˙Ź˙‹˙ž˙†˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙Š˙‘˙›˙š˙˙ß˙’˙†˙ß˙œ˙ž˙˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA059Subtitle RTSMŐ˙Ť˙—˙˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙˙˙ß˙’˙†˙ß˙˙š˙˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙†˙˙Š˙˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ LBL%DIALOGEVENT:Taunts_BossGLA060Subtitle RTS]Ő˙Ť˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙š˙˙š˙ß˙‘˙˙‹˙ß˙˙“˙ž˙œ˙š˙›˙ß˙—˙š˙˙š˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Š˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙›˙–˙Œ˙˙Š˙˙‹˙ß˙’˙†˙ß˙–˙‘˙™˙˙ž˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA061Subtitle RTS}Ő˙ś˙‹˙ß˙Œ˙š˙š˙’˙Œ˙ß˙†˙˙Š˙ß˙ž˙˙˙š˙‹˙–˙‹˙š˙ß˙—˙ž˙Œ˙ß˙˙‰˙š˙˙Œ˙‹˙˙š˙‹˙œ˙—˙š˙›˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙˙ž˙œ˙”˙ß˙Š˙˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙˙š˙ž˙œ˙—˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA062Subtitle RTSNŐ˙°˙Š˙˙ß˙“˙ž˙‘˙›˙ß˙–˙Œ˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙z˙‹˙˙˙ß˙˙ž˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙Š˙‘˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙–˙‹˙Œ˙ß˙›˙š˙˙š˙‘˙›˙š˙‘˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA063Subtitle RTSŐ˙°˙Š˙‹˙ß˙˙™˙ß˙™˙Š˙‘˙›˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA064Subtitle RTSXŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙‹˙ž˙‡˙–˙‘˙˜˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ˆ˙ž˙˙ß˙ˆ˙–˙“˙“˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙’˙†˙ß˙˙š˙˙˙“˙š˙ß˙‹˙˙ß˙˜˙˙ß˙—˙Š˙‘˙˜˙˙†˙ LBL%DIALOGEVENT:Taunts_BossGLA065Subtitle RTSNŐ˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙˙Š˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA066Subtitle RTSPŐ˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ś˙ß˙™˙–˙˜˙Š˙˙š˙›˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙Œ˙˙˙‹˙ß˙‹˙˙ß˙Œ˙Š˙œ˙—˙ß˙œ˙˙ˆ˙ž˙˙›˙–˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA067Subtitle RTSIŐ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ŕ˙ß˙Ś˙˙Š˙˙ß˙˙š˙ž˙’˙Œ˙ß˙™˙˙˙’˙ß˙Œ˙˙ž˙œ˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙Š˙Œ˙ß˙˙š˙‘˙š˙ž˙‹˙—˙ß˙‹˙—˙š˙ß˙š˙ž˙˙‹˙—˙ LBL%DIALOGEVENT:Taunts_BossGLA068Subtitle RTS=Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙˙Š˙“˙†˙ß˙™˙š˙ž˙˙ß˙’˙†˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA069Subtitle RTS(Ő˙ˇ˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙›˙˙ß˙†˙˙Š˙ß˙˙š˙Ž˙Š˙–˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA070Subtitle RTSGŐ˙Ś˙˙Š˙ß˙™˙–˙“˙“˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙ž˙‘˙‘˙˙†˙–˙‘˙˜˙ß˙˜˙‘˙ž˙‹˙Œ˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙ˆ˙ž˙‹˙ß˙‹˙—˙š˙’˙ß˙›˙˙ˆ˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA071Subtitle RTS_Ő˙Ť˙˙ž˙–˙‘˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙Œ˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙“˙˙Œ˙Œ˙ß˙˙™˙ß˙“˙–˙™˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙˜˙˙˙ˆ˙ß˙˜˙˙š˙ž˙‹˙š˙˙ß˙˙†˙ß˙‹˙—˙š˙ß˙’˙–˙‘˙Š˙‹˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA072Subtitle RTS5Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˙š˙˙—˙ž˙˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙˙˜˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA073Subtitle RTSCŐ˙ł˙ž˙Š˙‘˙œ˙—˙ß˙†˙˙Š˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‹˙ß˙Š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙™˙˙˙ß˙’˙Š˙œ˙—˙ß˙ˆ˙˙˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA074Subtitle RTS7Ő˙ş˙‰˙š˙˙†˙˙‘˙š˙Ó˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙ LBL%DIALOGEVENT:Taunts_BossGLA075Subtitle RTS;Ő˙Ś˙š˙Œ˙Ó˙ß˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙Ň˙Ň˙Œ˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙†˙˙Š˙˙ß˙œ˙˙ˆ˙ž˙˙›˙–˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA076Subtitle RTS9Ő˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙—˙–˙›˙š˙ß˙“˙–˙”˙š˙ß˙˙ž˙‹˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙ˆ˙ž˙“˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA077Subtitle RTSRŐ˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙ž˙˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ LBL%DIALOGEVENT:Taunts_BossGLA078Subtitle RTSMŐ˙ž˙—˙Ó˙ß˙‹˙—˙š˙ß˙˙š˙ž˙Š˙‹˙–˙™˙Š˙“˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ń˙ß˙ľ˙˙–˙‘˙ß˙’˙š˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙ž˙Œ˙ß˙ž˙ß˙Ž˙Š˙š˙š˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA079Subtitle RTSQŐ˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ŕ˙ß˙ˇ˙š˙ß˙›˙ž˙˙š˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ŕ˙Ţ˙ß˙˛˙†˙ß˙‰˙š˙‘˙˜˙š˙ž˙‘˙œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙’˙˙Œ˙‹˙z˙Š˙‘˙˙“˙š˙ž˙Œ˙ž˙‘˙‹˙ LBL%DIALOGEVENT:Taunts_BossGLA080Subtitle RTS:Ő˙Ś˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA081Subtitle RTS@Ő˙š˙–˙‘˙ž˙“˙“˙†˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙š˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙—˙ž˙‹˙ß˙‹˙˙˙”˙ß˙†˙˙Š˙ß˙Œ˙˙ß˙“˙˙‘˙˜˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA082Subtitle RTS9Ő˙Ś˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙™˙ß˙‘˙˙ß˙Š˙Œ˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA083Subtitle RTSUŐ˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙˙™˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙™˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙Ŕ˙ß˙ˇ˙ž˙˙›˙“˙†˙ß˙Œ˙š˙š˙’˙Œ˙ß˙“˙˙˜˙–˙œ˙ž˙“˙Ó˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA084Subtitle RTS*Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙–˙’˙˙˙Œ˙Œ˙–˙˙“˙š˙Ţ˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossGLA085Subtitle RTSOŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙Š˙˙˙š˙˙Ň˙—˙ž˙‘˙›˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙Š˙˙‘˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙ˆ˙–˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossGLA086Subtitle RTSXŐ˙Ś˙˙Š˙˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙’˙ž˙†˙ß˙˙Š˙‹˙‘˙Š˙’˙˙š˙˙ß˙’˙–˙‘˙š˙ß˙‘˙˙ˆ˙Ó˙ß˙˙Š˙‹˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙‘˙ß˙˙†˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙‘˙Š˙’˙˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA087Subtitle RTSaŐ˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙ś˙Ř˙’˙ß˙˙š˙–˙‘˙˜˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙˙†˙ß˙Œ˙Š˙œ˙—˙ß˙ž˙ß˙ˆ˙š˙ž˙”˙Ň˙’˙–˙‘˙›˙š˙›˙ß˙™˙˙˙“˙Ń˙ß˙Ť˙—˙š˙ß˙Œ˙—˙ž˙’˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙˙”˙ß˙’˙š˙ß˙™˙˙˙š˙‰˙š˙˙ LBL%DIALOGEVENT:Taunts_BossGLA088Subtitle RTSVŐ˙ť˙š˙™˙š˙ž˙‹˙š˙›˙ß˙˙†˙ß˙ž˙ß˙™˙˙˙“˙z˙‹˙—˙š˙ß˙—˙Š˙’˙–˙“˙–˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙˜˙˙š˙ž˙‹˙ß˙‹˙˙ß˙˙š˙ž˙˙z˙˙“˙š˙ž˙Œ˙š˙ß˙“˙š˙ž˙‰˙š˙ß˙’˙š˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙˙˙’˙š˙‘˙‹˙ LBL%DIALOGEVENT:Taunts_BossGLA089Subtitle RTSIŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙Œ˙’˙š˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙š˙‘˙œ˙—˙ß˙˙™˙ß˙™˙š˙ž˙˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA090Subtitle RTS7Ő˙ß˙ś˙ß˙Œ˙š˙‘˙Œ˙š˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙›˙š˙’˙–˙Œ˙š˙ß˙˜˙˙˙ˆ˙–˙‘˙˜˙ß˙‘˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA091Subtitle RTSQŐ˙Ś˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙ß˙˙‰˙š˙˙˙Š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙’˙†˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA092Subtitle RTSRŐ˙¨˙š˙ß˙ž˙˙š˙ß˙”˙–˙œ˙”˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙ˆ˙˙Š˙‘˙›˙š˙›˙ß˙˜˙˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙›˙’˙–˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙˙ß˙Œ˙˙ž˙˙š˙ß˙†˙˙Š˙˙ß˙ž˙˜˙˙‘˙†˙ LBL%DIALOGEVENT:Taunts_BossGLA093Subtitle RTSMŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙ž˙˙˙š˙‘˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙ˆ˙—˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ß˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA094Subtitle RTS(Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙ž˙ß˙™˙˙˙“˙ß˙‹˙˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA095Subtitle RTS-Ő˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙ž˙‹˙ß˙’˙†˙ß˙›˙–˙Œ˙˙˙Œ˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA096Subtitle RTS8Ő˙ś˙ß˙ž˙’˙ß˙’˙˙˙š˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙‹˙—˙˙š˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙œ˙˙’˙˙–˙‘˙š˙›˙ LBL%DIALOGEVENT:Taunts_BossGLA097Subtitle RTSXŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙‹˙˙ß˙‹˙˙˙‹˙Š˙˙š˙ß˙’˙š˙ß˙˙†˙ß˙š˙‡˙ž˙’˙–˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙Œ˙š˙ß˙Œ˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA098Subtitle RTSHŐ˙Ś˙š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙‘˙˙ˆ˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙†˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙z˙‹˙—˙š˙ß˙‘˙Š˙’˙˙š˙˙Œ˙ß˙Œ˙˙š˙ž˙”˙ß˙™˙˙˙ß˙‹˙—˙š˙’˙Œ˙š˙“˙‰˙š˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA099Subtitle RTSCŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ž˙‰˙š˙“˙š˙›˙ß˙™˙ž˙˙ß˙ž˙‘˙›˙ß˙™˙ž˙œ˙š˙›˙ß˙’˙ž˙‘˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙ß˙’˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA100Subtitle RTS[Ő˙ś˙ß˙œ˙˙’˙’˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙š˙™˙™˙˙˙‹˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙—˙˙“˙“˙†˙ß˙Š˙‘˙˙˙š˙˙ž˙˙š˙›˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA101Subtitle RTS†Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙œ˙š˙›˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ř˙Œ˙ß˙‹˙˙‡˙–˙œ˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙Ä˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙“˙š˙˜˙–˙˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙ľ˙Š˙—˙…˙–˙…˙Ř˙Œ˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙‹˙ž˙Š˙˜˙—˙‹˙ß˙‹˙—˙š˙’˙ß˙ž˙“˙“˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙‹˙ß˙˙™˙ß˙ˆ˙ž˙˙ LBL%DIALOGEVENT:Taunts_BossGLA102Subtitle RTSlŐ˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙†˙˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙†˙ß˙ˆ˙—˙ž˙‹˙š˙‰˙š˙˙ß˙˜˙˙›˙Œ˙ß˙†˙˙Š˙ß˙˙˙ž˙†˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙’˙š˙˙œ˙†˙ß˙˙‘˙ß˙†˙˙Š˙z˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossGLA103Subtitle RTSQŐ˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙†˙˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙”˙š˙ß˙†˙˙Š˙˙ß˙˙š˙ž˙œ˙š˙ß˙ž˙‘˙›˙ß˙˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA001Subtitle RTS.Ő˙¨˙š˙“˙“˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙Ń˙ß˙Ť˙˙˙ß˙“˙ž˙‹˙š˙ß˙‹˙˙ß˙˙Š˙‘˙ß˙‘˙˙ˆ˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA002Subtitle RTS/Ő˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙š˙ž˙›˙†˙Ó˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙ß˙†˙ž˙ LBL%DIALOGEVENT:Taunts_BossUSA003Subtitle RTS2Ő˙Ź˙š˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙“˙š˙Ó˙ß˙´˙–˙›˙Ó˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙ß˙›˙–˙‘˙‘˙š˙˙ LBL%DIALOGEVENT:Taunts_BossUSA004Subtitle RTSQŐ˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙‹˙—˙˙š˙š˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙‹˙š˙ž˙œ˙—˙ß˙†˙˙Š˙Ó˙ß˙´˙–˙›˙Ĺ˙ß˙ˇ˙˙ˆ˙ß˙‹˙˙ß˙“˙˙Œ˙š˙Ä˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙œ˙˙†˙Ä˙ß˙ž˙‘˙›˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙›˙–˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA005Subtitle RTS=Ő˙¨˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Œ˙˙˙‘˙Ó˙ß˙Œ˙˙ß˙˜˙š˙‹˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙ˆ˙—˙–˙‹˙š˙ß˙™˙“˙ž˙˜˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA006Subtitle RTS1Ő˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙Ó˙ß˙´˙–˙›˙z˙‹˙˙†˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙ˆ˙š˙‹˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ó˙ß˙˙”˙ž˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA007Subtitle RTS*Ő˙¨˙—˙ž˙‹˙ß˙˙ž˙˙‹˙ß˙˙™˙ß˙Ý˙›˙–˙š˙Ý˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA008Subtitle RTS%Ő˙°˙˙—˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙–˙‹˙ß˙‘˙˙ˆ˙Ó˙ß˙´˙–˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA009Subtitle RTSeŐ˙Ś˙˙Š˙ß˙˙š˙ž˙›˙†˙Ŕ˙ß˙ź˙ž˙Š˙Œ˙š˙ß˙—˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙“˙š˙ž˙˙‘˙š˙›˙ß˙–˙‘˙ß˙Œ˙œ˙—˙˙˙“˙Ń˙ß˙Ś˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˜˙˙ß˙˙ž˙œ˙”˙ß˙‹˙˙ß˙Œ˙œ˙—˙˙˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA010Subtitle RTSGŐ˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙‹˙š˙ž˙œ˙—˙ß˙†˙˙Š˙ß˙ž˙ß˙‹˙—˙–˙‘˙˜˙ß˙˙˙ß˙‹˙ˆ˙˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙œ˙”˙ß˙˙™˙ß˙’˙†˙ß˙—˙ž˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA011Subtitle RTS_Ő˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙ß˙—˙ž˙›˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‘˙œ˙š˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙Ř˙’˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙š˙ž˙œ˙—˙ß˙†˙˙Š˙ß˙‹˙—˙š˙ß˙’˙š˙ž˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙˙š˙Œ˙˙š˙œ˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA012Subtitle RTS.Ő˙Ź˙˙Ó˙ß˙ž˙˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙™˙Š˙‘˙š˙˙ž˙“˙z˙˙˙š˙‘˙ß˙œ˙ž˙Œ˙”˙š˙‹˙ß˙˙˙ß˙œ˙“˙˙Œ˙š˙›˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA013Subtitle RTSVŐ˙ś˙Ř˙’˙ß˙˜˙˙‘˙‘˙ž˙ß˙’˙ž˙˙œ˙—˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙‘˙‹˙ß˙’˙†˙ß˙™˙˙˙‹˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙Š˙‹˙‹˙Ó˙ß˙Ă˙Œ˙ž˙˙œ˙ž˙Œ˙‹˙–˙œ˙Á˙ß˙Ý˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ý˙ LBL%DIALOGEVENT:Taunts_BossUSA014Subtitle RTS1Ő˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙Ó˙ß˙Ż˙Š˙‘˙”˙Ň˙Ň˙Œ˙‹˙š˙˙ß˙ž˙Œ˙–˙›˙š˙ß˙˙˙ß˙˜˙š˙‹˙ß˙Œ˙‹˙š˙˙˙š˙›˙ß˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA015Subtitle RTSQŐ˙Ś˙˙Š˙ß˙œ˙ž˙“˙“˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙ß˙Ý˙¸˙š˙‘˙š˙˙ž˙“˙Ý˙Ŕ˙ß˙ś˙ß˙œ˙ž˙“˙“˙ß˙†˙˙Š˙ß˙ž˙ß˙˙ž˙–˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙Š˙‹˙‹˙Ó˙ß˙–˙Œ˙ß˙ˆ˙—˙ž˙‹˙ß˙ś˙ß˙œ˙ž˙“˙“˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA016Subtitle RTSqŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙–˙›˙š˙ž˙ß˙˙™˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙Ŕ˙ß˙°˙™˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ŕ˙ß˙Ý˙Ť˙ž˙‘˙”˙ß˙˙“˙˙˙Ý˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙œ˙˙’˙š˙ß˙Š˙˙ß˙ˆ˙–˙‹˙—˙Ŕ˙ß˙Ż˙ž˙‹˙—˙š˙‹˙–˙œ˙z˙•˙Š˙Œ˙‹˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙z˙ LBL%DIALOGEVENT:Taunts_BossUSA017Subtitle RTSqŐ˙Ś˙š˙ž˙—˙Ó˙ß˙ś˙Ř˙‰˙š˙ß˙˙š˙ž˙›˙ß˙Ź˙Š˙‘˙ß˙Ť˙…˙Š˙ß˙‹˙˙˙Ó˙ß˙Ź˙˙˙˙‹˙Ĺ˙ß˙Ý˙¸˙˙š˙ž˙‹˙š˙˙ß˙š˙‘˙š˙’˙†˙Ň˙Ň˙˙š˙‹˙˙š˙ž˙‹˙Ń˙ß˙Ź˙’˙ž˙“˙“˙š˙˙ß˙š˙‘˙š˙’˙†˙Ň˙Ň˙ž˙‹˙‹˙ž˙œ˙”˙Ń˙Ý˙ß˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙ß˙†˙˙Š˙ß˙˜˙˙‹˙ß˙™˙˙˙ß˙’˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA018Subtitle RTSŐ˙Ź˙˙Ó˙ß˙ˆ˙—˙š˙˙š˙Ř˙Œ˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙Ó˙ß˙˝˙˙†˙Ŕ˙ß˙°˙˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙ž˙˙š˙Ň˙”˙‘˙Š˙œ˙”˙“˙š˙ß˙–˙‹˙Ŕ˙ß˙ź˙ž˙Š˙Œ˙š˙ß˙ś˙Ř˙“˙“˙ß˙Œ˙“˙ž˙˙ß˙†˙˙Š˙ß˙›˙˙ˆ˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙’˙†˙ß˙˙ž˙˙š˙ß˙—˙ž˙‘˙›˙Œ˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙ž˙ß˙˙–˙š˙œ˙š˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙˝˙˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA019Subtitle RTSKŐ˙Ś˙˙Š˙ß˙˜˙˙‹˙ß˙’˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ŕ˙ß˙ś˙ß˙ž˙Š˙˜˙—˙‹˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙†˙˙Š˙ß˙˙‰˙š˙˙ß˙’˙†˙ß˙”˙‘˙š˙š˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossUSA020Subtitle RTSsŐ˙ś˙ß˙˜˙˙‹˙ß˙’˙˙˙š˙ß˙’˙š˙›˙ž˙“˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙‹˙š˙š˙‹˙—˙Ó˙ß˙˝˙˙†˙z˙ˆ˙—˙–˙œ˙—˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙Œ˙ž˙†˙–˙‘˙˜˙ß˙’˙Š˙œ˙—˙ß˙ž˙™˙‹˙š˙˙ß˙ś˙ß˙˜˙š˙‹˙ß˙›˙˙‘˙š˙ß˙”˙‘˙˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA021Subtitle RTSuŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙‹˙‹˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙˙˙‘˙‹˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ŕ˙ß˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙˜˙˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙ž˙‹˙Ŕ˙ß˙¨˙š˙“˙“˙Ó˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA022Subtitle RTS<Ő˙˝˙˙†˙Ó˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙Ŕ˙ß˙Ś˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙–˙‘˙”˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA023Subtitle RTS]Ő˙˝˙š˙‹˙‹˙š˙˙ß˙œ˙—˙š˙œ˙”˙ß˙†˙˙Š˙˙ß˙™˙“˙ž˙‘˙”˙Œ˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Ä˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙‘˙Š˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA024Subtitle RTSBŐ˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ž˙ß˙˜˙ž˙’˙š˙Ŕ˙ß˙¨˙š˙“˙“˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ß˙¨˙ž˙–˙‹˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙ž˙‘˙Œ˙ˆ˙š˙˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA025Subtitle RTShŐ˙´˙–˙›˙Ó˙ß˙ˆ˙—˙˙ß˙‹˙ž˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ŕ˙ß˙ˇ˙Š˙—˙Ŕ˙ß˙ź˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˜˙˙ß˙Œ˙“˙ž˙˙ß˙—˙–˙’˙ß˙Œ˙Ž˙Š˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‹˙—˙Ó˙ß˙ś˙ß˙‹˙š˙“˙“˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA026Subtitle RTSeŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙ˆ˙—˙˙“˙š˙ß˙Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙˙š˙—˙–˙‘˙›˙ß˙’˙š˙Ó˙ß˙Ź˙˙‘˙Ó˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙‰˙š˙ß˙•˙Š˙Œ˙‹˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA027Subtitle RTSKŐ˙ś˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙˙™˙ß˙†˙˙Š˙˙Œ˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙˙’˙š˙ß˙”˙–˙‘˙›˙ß˙˙™˙ß˙•˙˙”˙š˙ß˙ś˙Ř˙’˙ß˙‘˙˙‹˙ß˙ž˙ˆ˙ž˙˙š˙ß˙˙™˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA028Subtitle RTSgŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙ž˙ß˙˙š˙ž˙“˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙˙š˙ß˙†˙˙Š˙Ŕ˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Ź˙Š˙˙˜˙š˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙˙ß˙Œ˙˙’˙š˙‹˙—˙–˙‘˙˜˙ß˙“˙–˙”˙š˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA029Subtitle RTS-Ő˙ť˙˙š˙Œ˙ß˙†˙˙Š˙˙ß˙’˙˙’˙’˙†˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙†˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA030Subtitle RTSQŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙‹˙š˙“˙“˙ß˙’˙š˙Ń˙Ń˙ß˙¨˙š˙Ř˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙—˙š˙˙š˙z˙ß˙ť˙˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙–˙‘˙œ˙˙’˙˙š˙‹˙š˙‘˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA031Subtitle RTS3Ő˙ť˙–˙›˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙Ź˙˙˙˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA032Subtitle RTS@Ő˙ľ˙Š˙Œ˙‹˙ß˙˙“˙š˙ˆ˙Ň˙Š˙˙ß˙†˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙Ź˙”˙–˙˙˙†˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˜˙˙‘˙‘˙ž˙ß˙›˙˙ß˙ž˙˙˙Š˙‹˙ß˙–˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA033Subtitle RTS/Ő˙Ť˙—˙š˙˙š˙ß˙˜˙˙š˙Œ˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙›˙ß˙†˙š˙‹˙Ó˙ß˙˝˙˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA034Subtitle RTSXŐ˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙†˙ß˙†˙˙Š˙ß˙˙˙‹˙—˙š˙˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙–˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA035Subtitle RTSQŐ˙¨˙—˙˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙“˙–˙”˙š˙ß˙‹˙—˙–˙Œ˙Ŕ˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙›˙š˙™˙š˙‘˙›˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙“˙–˙”˙š˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA036Subtitle RTSRŐ˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙”˙‘˙˙œ˙”˙ß˙–˙‹˙ß˙›˙˙ˆ˙‘˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA037Subtitle RTSmŐ˙ś˙ß˙™˙š˙š˙“˙ß˙“˙–˙”˙š˙ß˙ś˙Ř˙’˙ß˙”˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙Œ˙ž˙‘˙›˙ß˙œ˙ž˙Œ˙‹˙“˙š˙Œ˙Ń˙ß˙ˇ˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙†˙˙Š˙ß˙˜˙˙‘˙‘˙ž˙ß˙“˙š˙‹˙ß˙’˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙Ź˙˙˙˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA038Subtitle RTSDŐ˙ś˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙˝˙˙†˙Ń˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‘˙š˙š˙›˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ž˙‹˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA039Subtitle RTSSŐ˙´˙–˙›˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ˆ˙ž˙Œ˙ß˙‘˙˙‹˙ß˙ž˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙Ń˙ß˙ť˙˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ß˙ž˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˜˙š˙‹˙ß˙Š˙˜˙“˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA040Subtitle RTSbŐ˙Ś˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙Ź˙˙‘˙Ň˙Ň˙ś˙Ř˙’˙ß˙‘˙˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙˙“˙˙ˆ˙–˙‘˙˜˙Ň˙Š˙˙ß˙’˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙–˙š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙—˙š˙ž˙˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA041Subtitle RTS`Ő˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙•˙š˙‹˙Œ˙ß˙œ˙˙Œ˙‹˙Ŕ˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ž˙ß˙™˙š˙›˙ß˙‹˙—˙š˙ß˙ˆ˙—˙˙“˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA042Subtitle RTS^Ő˙ź˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙—˙Š˙—˙Ŕ˙ß˙¨˙š˙“˙“˙Ó˙ß˙˜˙˙ß˙˙‘˙Ň˙Ň˙–˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙’˙š˙ß˙•˙Š˙Œ˙‹˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙‰˙š˙˙˙Š˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA043Subtitle RTSHŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙Ź˙˙‘˙Ń˙ß˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙‹˙˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossUSA044Subtitle RTSHŐ˙˛˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙–˙‹˙ß˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙ž˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA045Subtitle RTSlŐ˙Ś˙˙Š˙ß˙—˙ž˙›˙ß˙˙š˙Œ˙‹˙ß˙“˙š˙ž˙‰˙š˙ß˙’˙†˙ß˙˙–˙“˙˙‹˙Œ˙ß˙ž˙“˙˙‘˙š˙Ó˙ß˙˝˙˙†˙Ń˙ß˙Ż˙“˙ž˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙š˙ß˙‹˙—˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙“˙š˙‹˙ß˙’˙†˙ß˙˙–˙“˙˙‹˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙ß˙Œ˙ž˙™˙š˙Ó˙ß˙†˙˙Š˙ß˙—˙š˙ž˙˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA046Subtitle RTSiŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙ž˙ß˙Œ˙‘˙š˙ž˙”˙†˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙Ř˙œ˙Š˙Œ˙Œ˙Ó˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ß˙˝˙Š˙‹˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙˙™˙ß˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA047Subtitle RTSNŐ˙ł˙š˙‹˙Ř˙Œ˙ß˙˜˙š˙‹˙ß˙ž˙˙’˙˙˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙Ň˙Ň˙˙Š˙˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙ž˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙˙˙‘˙ß˙ž˙˙ž˙˙‹˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossUSA048Subtitle RTSMŐ˙ł˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙˜˙˙Ó˙ß˙˝˙˙†˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙ˆ˙ž˙˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙˙–˙œ˙š˙ß˙˙™˙ß˙˜˙ž˙Œ˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossUSA049Subtitle RTS8Ő˙Ť˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Ó˙ß˙Ź˙˙‘˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA050Subtitle RTSjŐ˙Ť˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ž˙ß˙‰˙–˙ž˙˙“˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Ó˙ß˙Ź˙˙‘˙Ń˙ß˙ž˙‘˙›˙ß˙–˙‹˙ß˙›˙˙‘˙Ř˙‹˙ß˙˙š˙“˙˙‘˙˜˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙Œ˙˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙–˙‹˙ß˙˙ž˙œ˙”˙ LBL%DIALOGEVENT:Taunts_BossUSA051Subtitle RTSNŐ˙¨˙š˙“˙“˙Ó˙ß˙†˙˙Š˙ß˙’˙ž˙‘˙ž˙˜˙š˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙’˙†˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙’˙ž˙˙Ń˙ß˙ť˙–˙›˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙›˙ß˙–˙‹˙ß˙–˙‘˙ß˙†˙ž˙ LBL%DIALOGEVENT:Taunts_BossUSA052Subtitle RTSFŐ˙Ś˙˙Š˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙˙˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙“˙“˙ß˙›˙ž˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA053Subtitle RTS?Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙˜˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙˜˙˙˙›˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA054Subtitle RTS8Ő˙ş˙‘˙š˙’˙†˙Ř˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙š˙˙–˙’˙š˙‹˙š˙˙Ň˙Ň˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙˙š˙“˙ß˙‹˙—˙š˙ß˙–˙‘˙‰˙ž˙›˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA055Subtitle RTSLŐ˙Ť˙—˙˙Œ˙š˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙Ź˙˙˙˙‹˙Ń˙ß˙˝˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙˙Ň˙˙™˙™˙ß˙‘˙˙ˆ˙Ó˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙—˙Š˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA056Subtitle RTS-Ő˙ž˙ß˙™˙“˙ž˙‘˙”˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ŕ˙Ţ˙ß˙ť˙˙‘˙Ř˙‹˙ß˙’˙ž˙”˙š˙ß˙’˙š˙ß˙“˙ž˙Š˙˜˙—˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA057Subtitle RTS8Ő˙Ť˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙Ŕ˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA058Subtitle RTS=Ő˙Ś˙˙Š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙š˙Ó˙ß˙˝˙˙†˙Ŕ˙ß˙ą˙–˙œ˙š˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙’˙š˙ß˙˜˙Š˙‹˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA059Subtitle RTSAŐ˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙˜˙˙˙›˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA060Subtitle RTS?Ő˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙Ó˙ß˙´˙–˙›˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˜˙˙‘˙‘˙ž˙ß˙›˙˙ß˙‘˙˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA061Subtitle RTS?Ő˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙—˙ž˙’˙’˙š˙˙Ó˙ß˙Ż˙Š˙‘˙”˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙ß˙‹˙—˙š˙ß˙‘˙ž˙–˙“˙ LBL%DIALOGEVENT:Taunts_BossUSA062Subtitle RTSŐ˙´˙‘˙˙œ˙”˙Ň˙”˙‘˙˙œ˙”˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙–˙‘˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossUSA063Subtitle RTSMŐ˙Ť˙—˙–˙‘˙˜˙Œ˙ß˙ž˙˙š˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙˙š˙ž˙“˙ß˙˙ž˙›˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙Ź˙˙˙˙‹˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙Œ˙ž˙†˙ß˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙ˆ˙ž˙˙‘˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA064Subtitle RTSEŐ˙Ź˙˙Ó˙ß˙—˙š˙˙š˙Ř˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ń˙ß˙˛˙–˙‘˙›˙ß˙–˙™˙ß˙ś˙ß˙‹˙ž˙”˙š˙ß˙ž˙ß˙™˙š˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA065Subtitle RTS Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙™˙“˙ž˙‘˙”˙Ř˙Œ˙ß˙ˆ˙–˙›˙š˙ß˙˙˙š˙‘˙Ó˙ß˙Ź˙˙˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA066Subtitle RTSAŐ˙˛˙ž˙†˙˙š˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙œ˙˙’˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙Ń˙ß˙¨˙—˙ž˙›˙›˙ž˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA067Subtitle RTS/Ő˙ł˙˙˙”˙ß˙˙Š˙‹˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙š˙ß˙™˙˙˙‘˙‹˙Ň˙›˙˙˙˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossUSA068Subtitle RTSŐ˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙—˙š˙˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA069Subtitle RTSŐ˙¨˙š˙“˙“˙Ó˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA070Subtitle RTSIŐ˙¨˙—˙ž˙‹˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙ß˙‹˙˙ß˙›˙˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙Ŕ˙ß˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA071Subtitle RTSLŐ˙Ś˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙˙ž˙†˙ß˙†˙˙Š˙ß˙˙˙ˆ˙š˙˙ß˙˙–˙“˙“˙ß˙˙˙ß˙ˆ˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙˙˙Œ˙‹˙˙˙‘˙š˙ß˙‹˙—˙–˙Œ˙ß˙™˙–˙˜˙—˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA072Subtitle RTSRŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ŕ˙ß˙˝˙˙†˙Ó˙ß˙†˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙›˙ž˙‘˙œ˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙ž˙†˙ß˙‹˙—˙š˙ß˙˙–˙“˙“˙ LBL%DIALOGEVENT:Taunts_BossUSA073Subtitle RTSBŐ˙Ş˙—˙Ň˙˙—˙Ó˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ˆ˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙˙ß˙Œ˙˙’˙š˙ß˙›˙š˙™˙–˙œ˙–˙‹˙ß˙Œ˙˙š˙‘˙›˙–˙‘˙˜˙ LBL%DIALOGEVENT:Taunts_BossUSA074Subtitle RTSfŐ˙˝˙Š˙–˙“˙‹˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙‹˙—˙š˙˙š˙Ŕ˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙—˙–˙‹˙ß˙‹˙—˙š˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙ž˙ß˙˙ž˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Œ˙œ˙Š˙›˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA075Subtitle RTSfŐ˙˝˙˙–˙‘˙˜˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙‘˙Š˙”˙š˙Œ˙Ó˙ß˙—˙Š˙—˙Ŕ˙ß˙ś˙™˙ß˙¨˙ž˙Œ˙—˙–˙‘˙˜˙‹˙˙‘˙ß˙—˙ž˙›˙‘˙Ř˙‹˙ß˙‹˙–˙š˙›˙ß˙’˙†˙ß˙—˙ž˙‘˙›˙Œ˙Ó˙ß˙ś˙Ř˙›˙ß˙Œ˙—˙˙ˆ˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ß˙‘˙Š˙”˙š˙Œ˙Ó˙ß˙ś˙ß˙‹˙š˙“˙“˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA076Subtitle RTSGŐ˙ˇ˙˙ˆ˙Ř˙›˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙Ź˙˙‘˙Ŕ˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙’˙š˙ß˙‹˙˙˙Ň˙Œ˙š˙œ˙˙š˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA077Subtitle RTSEŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ń˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙’˙š˙“˙“˙ß˙‹˙—˙š˙ß˙™˙š˙ž˙˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙˙™˙™˙ß˙†˙˙Š˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA078Subtitle RTSJŐ˙°˙—˙Ó˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙z˙—˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙‹˙ž˙‘˙”˙ß˙˙“˙˙˙Ń˙ß˙ą˙˙‹˙ß˙˜˙˙‘˙‘˙ž˙ß˙ˆ˙˙˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙Ź˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA079Subtitle RTSbŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙š˙‡˙˙š˙‘˙Œ˙–˙‰˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ó˙ß˙´˙–˙›˙Ń˙ß˙Ź˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‘˙ž˙ß˙Œ˙˙š˙‘˙›˙ß˙‹˙—˙ž˙‹˙ß˙’˙˙‘˙š˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA080Subtitle RTS9Ő˙ˇ˙˙˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙˙Œ˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‹˙˙ LBL%DIALOGEVENT:Taunts_BossUSA081Subtitle RTSTŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙Ź˙˙‘˙Ń˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙™˙–˙˜˙—˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA082Subtitle RTS/Ő˙˝˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙œ˙Š˙›˙Œ˙Ó˙ß˙Ż˙Š˙‘˙”˙Ň˙Ň˙ś˙Ř˙“˙“˙ß˙Œ˙—˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙˙’˙ LBL%DIALOGEVENT:Taunts_BossUSA083Subtitle RTSCŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙˜˙˙š˙‹˙ß˙‘˙Š˙”˙–˙‘˙˜˙ß˙’˙š˙Ó˙ß˙´˙–˙›˙Ń˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙ž˙”˙š˙ß˙”˙–˙‘˙›˙“˙†˙ß˙‹˙˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA084Subtitle RTScŐ˙Ş˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙Ó˙ß˙š˙—˙Ŕ˙ß˙Ś˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙˙Š˙‹˙ß˙’˙š˙ß˙ž˙ˆ˙ž˙†˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙’˙†˙ß˙œ˙˙Š˙‘˙‹˙š˙˙Ň˙ž˙‹˙‹˙ž˙œ˙”˙ LBL%DIALOGEVENT:Taunts_BossUSA085Subtitle RTSLŐ˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙Ó˙ß˙˙‘˙“˙†˙ß˙ž˙ß˙œ˙˙ˆ˙ž˙˙›˙ß˙™˙–˙˜˙—˙‹˙Œ˙ß˙™˙˙˙’˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA086Subtitle RTSVŐ˙¨˙š˙“˙œ˙˙’˙š˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ń˙ß˙Ź˙˙˙˙†˙ß˙†˙˙Š˙ß˙—˙ž˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙–˙š˙›˙ß˙Š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙–˙‘˙˜˙Ń˙ß˙ą˙˙ß˙—˙ž˙˙›˙ß˙™˙š˙š˙“˙–˙‘˙˜˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA087Subtitle RTSQŐ˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙ž˙“˙‰˙ž˙‹˙–˙˙‘˙Ó˙ß˙˝˙˙†˙Ń˙ß˙Ź˙—˙š˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙˜˙˙‘˙‘˙ž˙ß˙˜˙š˙‹˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙‘˙š˙ž˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA088Subtitle RTSDŐ˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙Œ˙‘˙–˙˙š˙˙Ó˙ß˙Ż˙Š˙‘˙”˙Ń˙ß˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙›˙˙…˙š˙‘˙Œ˙ß˙˙™˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA089Subtitle RTS[Ő˙Ś˙š˙ž˙—˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ň˙Ň˙˜˙š˙‹˙ß˙Œ˙˙’˙š˙ß˙˙–˙˙›˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ń˙ß˙˛˙ž˙†˙ß˙˙š˙ß˙†˙˙Š˙˙ß˙˙‘˙“˙†˙ß˙Œ˙—˙˙‹˙ß˙ž˙ß˙Œ˙‹˙˙˙˙–˙‘˙˜˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA090Subtitle RTSLŐ˙°˙‘˙“˙†˙ß˙˙‘˙š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ŕ˙ß˙ś˙‹˙Ř˙Œ˙ß˙˜˙˙‘˙‘˙ž˙ß˙‹˙ž˙”˙š˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙—˙ž˙“˙™˙Ň˙ž˙Ň˙›˙˙…˙š˙‘˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙´˙–˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA091Subtitle RTSeŐ˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙™˙˙˙‘˙‹˙Ň˙“˙–˙‘˙š˙Œ˙Ó˙ß˙´˙–˙›˙Ŕ˙ß˙ˇ˙ž˙˙›˙ß˙‹˙˙ß˙Œ˙“˙š˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA092Subtitle RTS[Ő˙ť˙˙‘˙Ř˙‹˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙š˙“˙“˙ß˙˙‘˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙˝˙˙†˙Ň˙Ň˙Œ˙š˙“˙“˙ß˙‹˙—˙š˙’˙ß˙ž˙“˙“˙ß˙ž˙‘˙›˙ß˙—˙˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙œ˙˙’˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA093Subtitle RTS*Ő˙ť˙˙‘˙Ř˙‹˙ß˙˜˙š˙‹˙ß˙œ˙˙œ˙”˙†˙Ó˙ß˙˝˙˙†˙Ň˙Ň˙‹˙—˙–˙Œ˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙˙‰˙š˙˙ß˙†˙š˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA094Subtitle RTSXŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙Š˙˙˙š˙˙Ň˙—˙ž˙‘˙›˙Ó˙ß˙˙Š˙‹˙ß˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙“˙š˙™˙‹˙ß˙–˙‘˙ß˙’˙š˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙Œ˙š˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA095Subtitle RTSSŐ˙ś˙Ř˙‰˙š˙ß˙›˙Š˙˜˙ß˙’˙†˙Œ˙š˙“˙™˙ß˙˙Š˙‹˙‹˙ž˙ß˙ˆ˙˙˙Œ˙š˙ß˙—˙˙“˙š˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙Ż˙Š˙‘˙”˙Ń˙ß˙Ś˙˙Š˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙˜˙˙‘˙‘˙ž˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙ž˙‹˙ß˙š˙ž˙Œ˙–˙“˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA096Subtitle RTS2Ő˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙Ŕ˙ß˙Ś˙˙Š˙ß˙˙š˙Œ˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA097Subtitle RTSMŐ˙ˇ˙Š˙—˙z˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙˙‰˙š˙˙Ń˙ß˙ą˙–˙œ˙š˙ß˙ˆ˙˙˙”˙Ó˙ß˙´˙–˙›˙Ń˙ß˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙˙”˙ß˙’˙š˙ß˙›˙˙ˆ˙‘˙ß˙ž˙ß˙˙š˙˜˙ß˙˙˙ß˙‹˙ˆ˙˙ LBL%DIALOGEVENT:Taunts_BossUSA098Subtitle RTS?Ő˙ź˙ž˙‘˙ß˙†˙˙Š˙ß˙™˙š˙š˙“˙ß˙’˙†˙ß˙™˙–˙Œ˙‹˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙“˙˙Œ˙š˙ß˙ž˙˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙‘˙š˙œ˙”˙Ó˙ß˙Ż˙Š˙‘˙”˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA099Subtitle RTS;Ő˙ť˙˙‘˙Ř˙‹˙ß˙‹˙ž˙”˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙š˙ß˙Œ˙˙ß˙—˙ž˙˙›˙Ň˙Ň˙š˙‰˙š˙˙†˙˙‘˙š˙ß˙“˙˙Œ˙š˙Œ˙ß˙‹˙˙ß˙’˙š˙Ó˙ß˙´˙–˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA100Subtitle RTSKŐ˙¸˙–˙‰˙š˙ß˙’˙š˙ß˙ž˙ß˙Œ˙š˙œ˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙Œ˙˙’˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙˜˙š˙‹˙—˙š˙˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙Œ˙”˙–˙˙’˙–˙Œ˙—˙ LBL%DIALOGEVENT:Taunts_BossUSA101Subtitle RTS7Ő˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙–˙‰˙š˙ß˙Š˙˙ß˙‘˙˙ˆ˙Ó˙ß˙Ă˙Œ˙ž˙˙œ˙ž˙Œ˙‹˙–˙œ˙Á˙ß˙Ý˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ý˙ LBL%DIALOGEVENT:Taunts_BossUSA102Subtitle RTS\Ő˙˝˙˙†˙Ó˙ß˙ś˙ß˙˙š˙ž˙‹˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙˙“˙›˙ß˙›˙˙Š˙’˙Ń˙ß˙¨˙—˙˙ß˙˜˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ŕ˙ß˙ź˙ž˙Š˙Œ˙š˙ß˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙Œ˙˙’˙š˙ß˙ˆ˙˙˙›˙ß˙™˙˙˙ß˙‹˙—˙š˙’˙ LBL%DIALOGEVENT:Taunts_BossUSA103Subtitle RTS3Ő˙ť˙˙‘˙Ř˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙Š˙‘˙“˙š˙Œ˙Œ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙Œ˙š˙˙–˙˙Š˙Œ˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA104Subtitle RTS>Ő˙Ś˙˙Š˙ß˙ˆ˙ž˙‘˙‘˙ž˙ß˙‹˙ž˙‘˙˜˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙’˙š˙Ŕ˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙–˙‘˙”˙ß˙ž˙˜˙ž˙–˙‘˙Ó˙ß˙´˙–˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA105Subtitle RTSBŐ˙ť˙˙‘˙Ř˙‹˙ß˙˙˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙ž˙‹˙‹˙–˙‹˙Š˙›˙š˙ß˙–˙‘˙ß˙—˙š˙˙š˙ß˙Š˙‘˙“˙š˙Œ˙Œ˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙˙ž˙œ˙”˙ß˙–˙‹˙ß˙Š˙˙Ó˙ß˙Ż˙Š˙‘˙”˙ LBL%DIALOGEVENT:Taunts_BossUSA106Subtitle RTSŐ˙Ź˙—˙˙ˆ˙ß˙’˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˜˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA107Subtitle RTS[Ő˙˛˙ž˙†˙˙š˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙š˙‡˙‹˙˙ž˙ß˙˙Š˙œ˙”˙Œ˙ß˙˙˙“˙–˙Œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙˙˙‹˙Œ˙Ó˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙‘˙˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossUSA108Subtitle RTS!Ő˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙Œ˙ž˙“˙Š˙‹˙š˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA109Subtitle RTS:Ő˙ś˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙˜˙˙‘˙‘˙ž˙ß˙˜˙–˙‰˙š˙ß˙‘˙˙ß˙Œ˙˙š˙š˙œ˙—˙š˙Œ˙Ó˙ß˙Œ˙˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙‘˙ LBL"DIALOGEVENT:Taunts_Demo001Subtitle RTSIŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙’˙š˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙œ˙˙’˙š˙ß˙˙Š˙‹˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙†˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo002Subtitle RTSFŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙œ˙˙‰˙š˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙ś˙ß˙Œ˙Š˙˙˙˙Œ˙š˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:Taunts_Demo003Subtitle RTS;Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙›˙š˙“˙–˙‰˙š˙˙†˙ß˙™˙˙˙ß˙†˙˙Š˙z˙Œ˙–˙˜˙‘˙ß˙™˙˙˙ß˙–˙‹˙Ó˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo004Subtitle RTS>Ő˙ź˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙ˆ˙—˙˙ß˙”˙‘˙˙ˆ˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‘˙š˙ž˙”˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Demo005Subtitle RTS@Ő˙ť˙–˙›˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙•˙Š˙Œ˙‹˙ß˙˙“˙˙ˆ˙ß˙Š˙˙Ŕ˙ß˙ˇ˙’˙’˙z˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙—˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙—˙ž˙˙˙š˙‘˙š˙›˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo006Subtitle RTS]Ő˙ž˙“˙“˙ß˙˙™˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙ž˙œ˙”˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙Œ˙—˙˙˙‹˙ß˙ž˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo007Subtitle RTSQŐ˙˛˙†˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙“˙š˙ž˙˙‘˙š˙›˙ß˙‹˙˙ß˙›˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙‹˙—˙š˙’˙Œ˙š˙“˙‰˙š˙Œ˙ß˙ž˙Œ˙z˙˙˙˙Œ˙Ó˙ß˙—˙ž˙‰˙š˙ß˙ś˙ß˙Œ˙ž˙–˙›˙ß˙‹˙˙˙ß˙’˙Š˙œ˙—˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo008Subtitle RTSiŐ˙Ś˙˙Š˙ß˙’˙–˙˜˙—˙‹˙ß˙‘˙˙‹˙–˙œ˙š˙ß˙‹˙—˙ž˙‹˙ß˙’˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙˙ž˙œ˙”˙ß˙ž˙ß˙˙–˙‹˙ß˙’˙˙˙š˙ß˙˙Š˙‘˙œ˙—˙z˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙‹˙˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:Taunts_Demo009Subtitle RTSSŐ˙ł˙˙˙”˙ß˙—˙˙ˆ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙‹˙—˙š˙ß˙Ź˙œ˙Š˙›˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙Œ˙ß˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‘˙˙ˆ˙z˙•˙Š˙Œ˙‹˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙ž˙’˙ž˙…˙–˙‘˙˜˙ LBL"DIALOGEVENT:Taunts_Demo010Subtitle RTSHŐ˙š˙–˙˙Œ˙‹˙Ó˙ß˙ž˙“˙“˙ß˙–˙Œ˙ß˙Œ˙–˙“˙š˙‘˙œ˙š˙z˙‹˙—˙š˙‘˙ß˙Ý˙˙˙˙’˙Ţ˙Ý˙z˙ž˙—˙—˙z˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙“˙˙‰˙š˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo011Subtitle RTS)Ő˙ś˙ß˙˙ž˙˙š˙“˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙™˙š˙š˙“˙ß˙—˙˙‘˙˙˙š˙›˙ LBL"DIALOGEVENT:Taunts_Demo012Subtitle RTS#Ő˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo013Subtitle RTSAŐ˙˛˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙z˙’˙ž˙”˙š˙ß˙‹˙—˙š˙’˙ß˙™˙š˙š˙“˙ß˙ˆ˙š˙“˙œ˙˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo014Subtitle RTSPŐ˙Ż˙“˙š˙ž˙Œ˙š˙ß˙–˙˜˙‘˙˙˙š˙ß˙’˙†˙ß˙ˆ˙˙˙”˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙Ř˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙˙Š˙˙†˙–˙‘˙˜˙ß˙Œ˙˙’˙š˙z˙Š˙’˙’˙z˙˜˙ž˙˙˙ž˙˜˙š˙ß˙™˙˙˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo015Subtitle RTS?Ő˙°˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙š˙ß˙‹˙—˙–˙Œ˙z˙–˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙˙˙’˙˙Ń˙ß˙Ă˙œ˙—˙–˙“˙›˙–˙Œ˙—˙ß˙“˙ž˙Š˙˜˙—˙Á˙ LBL"DIALOGEVENT:Taunts_Demo016Subtitle RTS<Ő˙¨˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙’˙˙˙š˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙š˙ß˙˙–˙˜˙—˙‹˙ß˙˙ž˙œ˙”˙ LBL"DIALOGEVENT:Taunts_Demo017Subtitle RTSIŐ˙ś˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙Ž˙Š˙–˙š˙‹˙ß˙’˙š˙ž˙‘˙Œ˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ß˙˝˙°˙°˙˛˙Ţ˙Ţ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Demo018Subtitle RTSGŐ˙ś˙ß˙ž˙’˙ß˙‹˙—˙š˙ß˙’˙ž˙Œ˙‹˙š˙˙ß˙˙™˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo019Subtitle RTS+Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙™˙˙˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:Taunts_Demo020Subtitle RTS0Ő˙ť˙˙ß˙†˙˙Š˙ß˙™˙š˙ž˙˙ß˙’˙†˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ LBL"DIALOGEVENT:Taunts_Demo021Subtitle RTSJŐ˙ž˙Œ˙ß˙ˆ˙š˙ß˙Œ˙˙š˙ž˙”˙ß˙’˙†˙ß˙ž˙˜˙š˙‘˙‹˙Œ˙ß˙ž˙˙š˙ß˙Œ˙‘˙š˙ž˙”˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙‘˙‹˙–˙‘˙˜˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo022Subtitle RTSYŐ˙Ś˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙œ˙˙Š˙“˙›˙ß˙˙š˙ß˙ˆ˙–˙˙š˙›˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙”˙‘˙˙ˆ˙ß˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ LBL"DIALOGEVENT:Taunts_Demo023Subtitle RTSTŐ˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙™˙š˙ˆ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙’˙†˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙z˙›˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙˙‘˙š˙Œ˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo024Subtitle RTShŐ˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙ž˙˙š˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙ž˙Š˙‹˙†˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙˙‘˙š˙ß˙Š˙˙ß˙œ˙“˙˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Demo025Subtitle RTS1Ő˙ˇ˙˙ˆ˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙š˙‘˙•˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙˙ž˙˙Œ˙ß˙Œ˙˙ß˙™˙ž˙˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo026Subtitle RTS!Ő˙ž˙ˆ˙ˆ˙z˙†˙˙Š˙˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ˆ˙š˙‘˙‹˙ß˙˙˙˙’˙ LBL"DIALOGEVENT:Taunts_Demo027Subtitle RTS9Ő˙¨˙š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙†˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙z˙ś˙ß˙—˙˙˙š˙ß˙‘˙˙ß˙˙‘˙š˙ß˙ˆ˙ž˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙˙š˙ LBL"DIALOGEVENT:Taunts_Demo028Subtitle RTSVŐ˙Ś˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙—˙ž˙Œ˙ß˙™˙ž˙“˙“˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙‘˙š˙ß˙Œ˙˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙”˙‘˙˙œ˙”˙ß˙–˙‹˙ß˙›˙˙ˆ˙‘˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:Taunts_Demo029Subtitle RTS@Ő˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Œ˙ß˙ž˙˙š˙ß˙Œ˙˙ß˙™˙˙ž˙˜˙–˙“˙š˙Ň˙Ň˙–˙‹˙Ř˙Œ˙ß˙—˙ž˙˙›˙“˙†˙ß˙š˙‰˙š˙‘˙ß˙™˙Š˙‘˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:Taunts_Demo030Subtitle RTS6Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙‹˙ž˙”˙š˙ß˙’˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo031Subtitle RTS;Ő˙ž˙—˙Ó˙ß˙‹˙—˙š˙˙š˙Ř˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙Ž˙Š˙–˙‹˙š˙ß˙“˙–˙”˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:Taunts_Demo032Subtitle RTSeŐ˙¨˙š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ś˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙’˙˙˙š˙ß˙™˙˙˙ß˙˙Š˙˙ß˙ž˙’˙’˙Š˙Œ˙š˙’˙š˙‘˙‹˙ LBL"DIALOGEVENT:Taunts_Demo033Subtitle RTSOŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙˙Š˙˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙˙–˙˙–˙‹˙ß˙˙™˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo034Subtitle RTSWŐ˙˛˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ß˙˛˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙ˆ˙š˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙’˙ž˙”˙š˙ß˙†˙˙Š˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo035Subtitle RTSOŐ˙ą˙˙‹˙ß˙’˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙ž˙‘˙‘˙˙†˙ß˙—˙ž˙˙–˙‹˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙‰˙š˙“˙˙˙š˙›˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ LBL"DIALOGEVENT:Taunts_Demo036Subtitle RTSlŐ˙ą˙˙‹˙ß˙‹˙˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙“˙†˙ß˙ž˙‘˙ß˙š˙ž˙˙“˙†˙Ň˙ˆ˙ž˙˙‘˙–˙‘˙˜˙ß˙Œ˙–˙˜˙‘˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙ˆ˙ž˙“˙”˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙’˙†˙ß˙‹˙˙Š˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo037Subtitle RTSYŐ˙Ť˙˙˙ß˙’˙ž˙‘˙†˙Ţ˙ß˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙‹˙—˙š˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙ß˙˜˙š˙‹˙Œ˙ß˙›˙–˙˙‹˙†˙ LBL"DIALOGEVENT:Taunts_Demo038Subtitle RTSWŐ˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙“˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ž˙‘˙Œ˙˜˙˙š˙Œ˙Œ˙–˙˙‘˙ LBL"DIALOGEVENT:Taunts_Demo039Subtitle RTSPŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙—˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙’˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙†˙˙Š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙”˙š˙š˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo040Subtitle RTSnŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙œ˙Š˙‹˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙›˙˙ˆ˙‘˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙“˙ž˙œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙z˙‹˙—˙ž˙‹˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙Œ˙š˙š˙’˙ß˙˙–˙˜˙—˙‹˙Ó˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo041Subtitle RTSKŐ˙ž˙—˙ß˙†˙š˙Œ˙Ó˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙‘˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ LBL"DIALOGEVENT:Taunts_Demo042Subtitle RTS2Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo043Subtitle RTSEŐ˙¸˙˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙z˙‹˙—˙š˙†˙ß˙˙“˙˙ˆ˙Ň˙Š˙˙ß˙Œ˙˙ß˙›˙˙ž˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ LBL"DIALOGEVENT:Taunts_Demo044Subtitle RTSŠŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙—˙ž˙‰˙š˙ß˙•˙Š˙Œ˙‹˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙›˙ž˙‘˙˜˙š˙˙ß˙…˙˙‘˙š˙ß˙ž˙˙˙Š˙‘˙›˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ş˙‰˙š˙‘˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙˙š˙’˙š˙’˙˙š˙˙ß˙ˆ˙—˙š˙˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙˙Œ˙ß˙ž˙˙š˙ß˙Œ˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙ LBL"DIALOGEVENT:Taunts_Demo045Subtitle RTSWŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙“˙†˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙Ř˙›˙ß˙‹˙Š˙˙‘˙ß˙˙ž˙œ˙”˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo046Subtitle RTSfŐ˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙ˆ˙—˙˙“˙š˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙ˆ˙–˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙’˙ß˙‘˙˙‹˙ß˙ž˙™˙˙ž˙–˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:Taunts_Demo047Subtitle RTSNŐ˙Ś˙˙Š˙ß˙™˙˙˙“˙Ţ˙ß˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙ž˙˙š˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo048Subtitle RTS\Ő˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙‘˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ť˙—˙š˙˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙˙š˙ß˙™˙š˙ˆ˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙—˙ž˙‹˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ž˙˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo049Subtitle RTS_Ő˙Ť˙—˙š˙ß˙˙ž˙œ˙”˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙˙ž˙˙‹˙–˙œ˙Š˙“˙ž˙˙“˙†˙ß˙‘˙ž˙Œ˙‹˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙˙š˙œ˙˙’˙’˙š˙‘˙›˙ß˙ž˙‘˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙˙š˙ LBL"DIALOGEVENT:Taunts_Demo050Subtitle RTSCŐ˙ž˙ß˙™˙˙˙‘˙‹˙ž˙“˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙’˙˙˙š˙ß˙˙™˙ß˙ž˙ß˙™˙˙˙“˙ß˙‹˙—˙ž˙‘˙ß˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo051Subtitle RTS5Ő˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙‰˙ž˙“˙“˙š˙†˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙š˙‡˙œ˙š˙˙‹˙ß˙›˙š˙ž˙‹˙—˙ LBL"DIALOGEVENT:Taunts_Demo052Subtitle RTSLŐ˙ź˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙–˙Œ˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˜˙˙˙›˙ß˙˙“˙ž˙œ˙š˙ß˙™˙˙˙ß˙ž˙‘˙ß˙ž˙’˙˙Š˙Œ˙—˙z˙˙˙˙Œ˙Ó˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ LBL"DIALOGEVENT:Taunts_Demo053Subtitle RTS>Ő˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙š˙˙˙“˙ LBL"DIALOGEVENT:Taunts_Demo054Subtitle RTS2Ő˙Ť˙—˙˙Œ˙š˙ß˙ž˙˙š˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¸˙˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ LBL"DIALOGEVENT:Taunts_Demo055Subtitle RTSWŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙’˙†˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙Ń˙ß˙°˙‘˙š˙ß˙™˙ž˙“˙Œ˙š˙ß˙’˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ž˙“˙“˙ß˙›˙–˙š˙ LBL"DIALOGEVENT:Taunts_Demo056Subtitle RTSSŐ˙ž˙—˙Ó˙ß˙ś˙ß˙Œ˙š˙š˙ß˙ˆ˙š˙ß˙—˙–˙‹˙ß˙˙‘˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙“˙–˙‘˙š˙Œ˙Ń˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙˙˙ß˙“˙˙‘˙˜˙ LBL"DIALOGEVENT:Taunts_Demo057Subtitle RTS<Ő˙Ś˙˙Š˙˙ß˙›˙š˙˙š˙‘˙›˙š˙‘˙œ˙†˙ß˙˙‘˙ß˙š˙“˙š˙œ˙‹˙˙–˙œ˙–˙‹˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙†˙˙Š˙ß˙Š˙‘˙›˙˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo058Subtitle RTSKŐ˙Ś˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙š˙‡˙—˙ž˙Š˙Œ˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙–˙˙œ˙“˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙”˙–˙“˙“˙ LBL"DIALOGEVENT:Taunts_Demo059Subtitle RTSCŐ˙˛˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙“˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙–˙‘˙›˙ß˙–˙™˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙ß˙‹˙ž˙”˙š˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙†˙˙Š˙˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo060Subtitle RTSCŐ˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙z˙ś˙ß˙Œ˙š˙š˙z˙¨˙š˙“˙“˙Ó˙ß˙˙š˙˙—˙ž˙˙Œ˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙ˆ˙‘˙ LBL"DIALOGEVENT:Taunts_Demo061Subtitle RTSHŐ˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙—˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙–˙“˙˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo062Subtitle RTS\Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ŕ˙ß˙¨˙š˙ß˙ˆ˙š˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙™˙Š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo063Subtitle RTSUŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙’˙†˙ß˙˙˙’˙˙š˙˙Œ˙ß˙‹˙˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo064Subtitle RTSJŐ˙Ť˙ž˙‘˙”˙Œ˙z˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙š˙‘˙•˙˙†˙ß˙ˆ˙ž˙‹˙œ˙—˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙—˙–˙‹˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo065Subtitle RTSAŐ˙Ź˙‹˙˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙†˙˙Š˙Ř˙“˙“˙ß˙’˙–˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˜˙š˙‘˙–˙Š˙Œ˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo066Subtitle RTS‚Ő˙¨˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙’˙ž˙‘˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙†˙˙Š˙Ř˙˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙Œ˙š˙‹˙Ň˙˙™˙™˙ß˙’˙†˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙Ń˙ß˙ś˙Ř˙›˙ß˙‹˙š˙“˙“˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙Œ˙˙˙š˙ž˙›˙ß˙˙Š˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˙˙ß˙‘˙˙‹˙ LBL"DIALOGEVENT:Taunts_Demo067Subtitle RTSWŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙z˙ß˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙ž˙ß˙˙š˙˙™˙š˙œ˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙™˙˙˙ß˙’˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo068Subtitle RTS5Ő˙š˙˙˙“˙–˙Œ˙—˙ß˙’˙˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo069Subtitle RTS0Ő˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo070Subtitle RTS3Ő˙ą˙˙Ţ˙ß˙Ť˙—˙ž˙‹˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙‹˙ß˙˙™˙™˙ß˙’˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Demo071Subtitle RTSYŐ˙Ś˙š˙Œ˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙–˙‹˙ß˙˙˙˙˙ž˙˙“˙†˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙—˙š˙›˙ß˙‹˙˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Demo072Subtitle RTS4Ő˙ˇ˙š˙“˙“˙˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ń˙ß˙Ť˙˙†˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙˙ß˙˙‘˙ß˙ž˙‘˙†˙ß˙‹˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo073Subtitle RTSRŐ˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙z˙•˙Š˙Œ˙‹˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙ß˙›˙˙ß˙‘˙˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙ß˙ž˙’˙ß˙‘˙˙ˆ˙ß˙‰˙Š˙“˙‘˙š˙˙ž˙˙“˙š˙ LBL"DIALOGEVENT:Taunts_Demo074Subtitle RTS4Ő˙¨˙—˙†˙ß˙ˆ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙Œ˙š˙‘˙›˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo075Subtitle RTS<Ő˙ť˙˙ß˙‘˙˙‹˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:Taunts_Demo076Subtitle RTSIŐ˙Ť˙—˙š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙˙Š˙–˙“˙›˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙z˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙‹˙Ň˙˙™˙™˙ß˙’˙†˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo077Subtitle RTS6Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙ß˙–˙Œ˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo078Subtitle RTS=Ő˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙Œ˙š˙“˙“˙Ň˙˙™˙™˙ß˙ˆ˙—˙ž˙‹˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo079Subtitle RTS<Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙™˙ž˙–˙˙Ń˙ß˙ą˙˙ˆ˙ß˙˜˙˙ß˙Œ˙‹˙š˙˙ß˙˙‘˙ß˙Œ˙˙’˙š˙ß˙‹˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo080Subtitle RTSOŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙š˙‡˙œ˙š˙˙‹˙–˙˙‘˙ž˙“˙“˙†˙ß˙“˙Š˙œ˙”˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ž˙‰˙˙–˙›˙ß˙’˙†˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙™˙˙˙š˙‰˙š˙˙ LBL"DIALOGEVENT:Taunts_Demo081Subtitle RTSKŐ˙ą˙˙ß˙˙‘˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙z˙†˙˙Š˙Ř˙“˙“˙ß˙Œ˙š˙š˙ LBL"DIALOGEVENT:Taunts_Demo082Subtitle RTS]Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ť˙—˙–˙Œ˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙–˙‘˙ß˙ž˙‘˙ß˙–˙‘˙Œ˙‹˙ž˙‘˙‹˙Ň˙Ň˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙–˙˜˙—˙‹˙ß˙™˙ž˙–˙˙ LBL"DIALOGEVENT:Taunts_Demo083Subtitle RTSBŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ť˙š˙ž˙‹˙—˙Œ˙‹˙˙–˙”˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo084Subtitle RTSNŐ˙ˇ˙ž˙ß˙—˙ž˙Ţ˙ß˙Ś˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙˙š˙ß˙™˙ž˙“˙“˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙ž˙“˙“˙ß˙˙š˙ß˙˜˙˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Demo085Subtitle RTS-Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙š˙“˙Š˙›˙š˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo086Subtitle RTSFŐ˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙“˙š˙ž˙‰˙š˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙—˙Š˙˙‹˙ LBL"DIALOGEVENT:Taunts_Demo087Subtitle RTSOŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙“˙š˙™˙‹˙z˙’˙˙˙š˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ś˙Ř˙’˙ß˙ž˙™˙˙ž˙–˙›˙ LBL"DIALOGEVENT:Taunts_Demo088Subtitle RTSŐ˙Ś˙˙Š˙ß˙“˙˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙˙˙ß˙˙ž˙›˙ LBL"DIALOGEVENT:Taunts_Demo089Subtitle RTS)Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙‹˙—˙–˙‘˙˜˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙˜˙˙ß˙’˙ž˙”˙š˙ß˙ˆ˙ž˙˙ LBL"DIALOGEVENT:Taunts_Demo090Subtitle RTS(Ő˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙š˙‡˙˙š˙˙‹˙Ĺ˙ß˙ˇ˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙ś˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo091Subtitle RTS1Ő˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙–˙™˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙ˆ˙–˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙›˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo092Subtitle RTS>Ő˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙š˙‘˙‹˙š˙˙ß˙’˙†˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙z˙˙Š˙‹˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙ˆ˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙‹˙š˙˙ LBL"DIALOGEVENT:Taunts_Demo093Subtitle RTSAŐ˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙“˙Š˙œ˙”˙†˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙ž˙‹˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:Taunts_Demo094Subtitle RTSCŐ˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙‘˙˙‹˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙”˙–˙‘˙›˙ß˙˙™˙ß˙ˆ˙ž˙˙Ń˙ß˙Ť˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙›˙ž˙˙š˙ LBL"DIALOGEVENT:Taunts_Demo095Subtitle RTSVŐ˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙Œ˙š˙š˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙Ň˙Ň˙˙˙š˙‘˙z˙Š˙‘˙‹˙˙Š˙œ˙—˙š˙›˙ß˙˙†˙ß˙˙ž˙‹˙‹˙“˙š˙z˙ž˙ß˙˙“˙ž˙‘˙”˙ß˙Œ˙“˙ž˙‹˙š˙ß˙™˙˙˙ß˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙Ń˙Ń˙Ń˙ LBL"DIALOGEVENT:Taunts_Demo096Subtitle RTS*Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙›˙–˙›˙ß˙‹˙—˙˙Œ˙š˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙œ˙˙’˙š˙ß˙™˙˙˙’˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo097Subtitle RTS^Ő˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙œ˙ž˙˙›˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙Š˙˙ß˙’˙†˙ß˙Œ˙“˙š˙š˙‰˙š˙Ó˙ß˙˙Š˙‹˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙š˙‡˙œ˙š˙˙‹˙ß˙ž˙‘˙†˙ß˙“˙š˙Œ˙Œ˙ß˙™˙˙˙’˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger001Subtitle RTS/Ő˙ˇ˙š˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙š˙‰˙š˙˙ß˙Œ˙š˙š˙‘˙ß˙ž˙ß˙­˙ž˙˙‹˙˙˙ß˙Š˙˙ß˙œ˙“˙˙Œ˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger002Subtitle RTS0Ő˙ˇ˙š˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger003Subtitle RTS(Ő˙˝˙–˙˙›˙Œ˙Ř˙ß˙ž˙ˆ˙ž˙†˙Ţ˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙˜˙˙ß˙—˙Š˙‘˙‹˙ß˙Œ˙˙’˙š˙ß˙›˙˙…˙š˙˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger004Subtitle RTSTŐ˙ś˙Ř˙’˙ß˙›˙˙‘˙š˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙×˙ž˙‘˙‘˙˙Š˙‘˙œ˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙–˙Œ˙ß˙˙ˆ˙‘˙ß˙™˙˙˙œ˙š˙Œ˙Ö˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger005Subtitle RTS7Ő˙¨˙–˙“˙“˙ß˙†˙˙Š˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙ž˙‹˙z˙Ş˙Ź˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙Œ˙˙š˙‘˙›˙–˙‘˙˜˙ß˙ž˙‹˙ß˙–˙‹˙Œ˙ß˙˙š˙Œ˙‹˙ LBL&DIALOGEVENT:Taunts_Grainger006Subtitle RTSGŐ˙×˙Ź˙–˙‘˙˜˙–˙‘˙˜˙z˙˙ž˙›˙“˙†˙Ö˙z˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙˙˙œ˙”˙š˙‹˙Œ˙Ř˙ß˙˙š˙›˙ß˙˜˙“˙ž˙˙š˙Ó˙ß˙‹˙—˙š˙ß˙˙˙’˙˙Œ˙ß˙˙Š˙˙Œ˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙ž˙–˙˙z˙ LBL&DIALOGEVENT:Taunts_Grainger007Subtitle RTS'Ő˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙–˙‘˙ß˙˙™˙ß˙‹˙š˙˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger008Subtitle RTS1Ő˙ˇ˙˙ˆ˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙š˙‘˙•˙˙†˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ź˙—˙˙œ˙”˙Ň˙ž˙‘˙›˙Ň˙ž˙ˆ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger009Subtitle RTSŐ˙ť˙š˙ž˙‹˙—˙ß˙™˙˙˙’˙ß˙ž˙˙˙‰˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger010Subtitle RTS'Ő˙ś˙‹˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙Œ˙š˙š˙’˙ß˙™˙ž˙–˙˙Ó˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger011Subtitle RTS0Ő˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙“˙“˙ß˙‹˙—˙š˙ß˙˜˙˙ž˙“˙–˙š˙Œ˙Ń˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger012Subtitle RTS Ő˙˝˙˙’˙˙Œ˙ß˙ž˙ˆ˙ž˙†˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger013Subtitle RTS@Ő˙ś˙‹˙Ř˙Œ˙ß˙ž˙ˆ˙™˙Š˙“˙“˙†˙ß˙Ž˙Š˙–˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙z˙†˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙“˙š˙ž˙‰˙š˙ß˙›˙–˙›˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger014Subtitle RTS>Ő˙ť˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ž˙Š˙–˙š˙‹˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙˙’˙ LBL&DIALOGEVENT:Taunts_Grainger015Subtitle RTS6Ő˙ś˙Ř˙›˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙˙š˙ž˙”˙ß˙‹˙˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger016Subtitle RTS?Ő˙Ź˙—˙—˙z˙›˙–˙›˙ß˙†˙˙Š˙ß˙—˙š˙ž˙˙ß˙‹˙—˙ž˙‹˙Ŕ˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙˙˙˙˙ž˙˙“˙†˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ LBL&DIALOGEVENT:Taunts_Grainger017Subtitle RTSHŐ˙Ź˙˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙ž˙ß˙“˙Š˙‘˙œ˙—˙Ň˙˙˙š˙ž˙”˙Ň˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙ß˙–˙‘˙ß˙ž˙ß˙’˙–˙‘˙Š˙‹˙š˙ LBL&DIALOGEVENT:Taunts_Grainger018Subtitle RTS1Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙’˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙z˙ś˙ß˙—˙ž˙‹˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger019Subtitle RTS8Ő˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙‹˙˙˙Š˙˙“˙š˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙ž˙‘˙‘˙ž˙ß˙“˙–˙™˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger020Subtitle RTS Ő˙ź˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙ß˙Ź˙‹˙˙˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙™˙–˙˜˙—˙‹˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger021Subtitle RTS0Ő˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Grainger022Subtitle RTS$Ő˙°˙Š˙œ˙—˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙š˙‡˙˙š˙‘˙Œ˙–˙‰˙š˙ LBL&DIALOGEVENT:Taunts_Grainger023Subtitle RTS3Ő˙ˇ˙Š˙—˙Ó˙ß˙ˆ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙˙ž˙–˙‘˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙‘˙˙ˆ˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger024Subtitle RTS3Ő˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙‹˙˙˙Š˙˙“˙š˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙Š˙˙ß˙‹˙—˙˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger025Subtitle RTSXŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙—˙ž˙˙Œ˙—˙ß˙“˙ž˙‘˙˜˙Š˙ž˙˜˙š˙ß˙‘˙˙ˆ˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger026Subtitle RTS'Ő˙ť˙˙…˙š˙˙Œ˙Ó˙ß˙Œ˙‹˙ž˙˙‹˙ß˙˙š˙˙ž˙–˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger027Subtitle RTSŐ˙ś˙Ř˙“˙“˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger028Subtitle RTS0Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger029Subtitle RTSŐ˙ť˙˙…˙š˙˙Œ˙Ó˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger030Subtitle RTSeŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙¸˙˙ž˙‘˙˜˙š˙˙ß˙‹˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙°˙“˙†˙’˙˙–˙ž˙Ĺ˙ß˙Ź˙š˙‘˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙z˙˙š˙˙š˙ž˙‹˙Ĺ˙ß˙Œ˙š˙‘˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger031Subtitle RTS;Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙˙š˙˜˙˙˙Š˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger032Subtitle RTS8Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙†˙˙Š˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙’˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger033Subtitle RTSQŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙˙Š˙˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙Ţ˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙Ó˙ß˙˜˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger034Subtitle RTSŐ˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger035Subtitle RTS!Ő˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙ž˙–˙˙Œ˙˙ž˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger036Subtitle RTS9Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙š˙˙–˙’˙š˙‹˙š˙˙Ţ˙ß˙ž˙“˙“˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger037Subtitle RTS%Ő˙¸˙˙˙Š˙‘˙›˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙›˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger038Subtitle RTS3Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙Œ˙‹˙š˙ž˙“˙–˙‘˙˜˙ß˙’˙†˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙ž˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger039Subtitle RTS!Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger040Subtitle RTS>Ő˙ˇ˙–˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙—˙Š˙—˙Ń˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙œ˙˙ˆ˙ž˙˙›˙Ř˙Œ˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger041Subtitle RTS5Ő˙Ź˙‹˙˙˙ß˙—˙–˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙’˙ž˙”˙š˙ß˙’˙š˙ß˙œ˙˙’˙š˙ß˙ž˙‘˙›˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Grainger042Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙˜˙ž˙‹˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger043Subtitle RTSŐ˙ť˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙Œ˙–˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger044Subtitle RTS(Ő˙ş˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙˜˙ž˙‹˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger045Subtitle RTSŐ˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙˜˙ž˙‹˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger046Subtitle RTS/Ő˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙‹˙˙˙Š˙˙“˙š˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙Š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger047Subtitle RTS/Ő˙°˙˙˙Œ˙Ó˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙Ř˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙Ň˙ß˙—˙š˙˙š˙ß˙œ˙˙’˙š˙ß˙‹˙—˙š˙ß˙˙˙’˙˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger048Subtitle RTS0Ő˙°˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙˙˙˙˙ˆ˙ß˙Œ˙˙’˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger049Subtitle RTS1Ő˙ˇ˙š˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙—˙˙ˆ˙ß˙Ř˙˙˙Š˙‹˙ß˙ˆ˙š˙ß˙œ˙ž˙“˙“˙ß˙‹˙—˙–˙Œ˙ß˙˙‘˙š˙ß˙ž˙ß˙›˙˙ž˙ˆ˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger050Subtitle RTSCŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ß˙–˙Œ˙ß˙™˙ž˙˙ß˙™˙˙˙’˙ß˙˙‰˙š˙˙ LBL&DIALOGEVENT:Taunts_Grainger051Subtitle RTS5Ő˙Ź˙˙Ó˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ń˙ß˙Ť˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙™˙š˙‘˙›˙ß˙–˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger052Subtitle RTSQŐ˙ˇ˙’˙’˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙—˙–˙‘˙”˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙œ˙ž˙“˙’˙ß˙‹˙—˙š˙ß˙™˙š˙ž˙˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger053Subtitle RTS/Ő˙Ś˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger054Subtitle RTSŐ˙ž˙‘˙‹˙—˙˙ž˙‡˙Ţ˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙™˙–˙‘˙›˙ß˙œ˙˙‰˙š˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger055Subtitle RTS;Ő˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙—˙š˙“˙˙ LBL&DIALOGEVENT:Taunts_Grainger056Subtitle RTS-Ő˙ˇ˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙’˙˙˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙‹˙ž˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger057Subtitle RTSŐ˙­˙š˙ž˙›˙†˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ß˙†˙š˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger058Subtitle RTS)Ő˙ˇ˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙“˙˙Œ˙‹˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger059Subtitle RTS:Ő˙Ť˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙˙‰˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ß˙˙˙ß˙˙˙š˙˙ž˙˙š˙ß˙‹˙˙ß˙›˙–˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger060Subtitle RTS%Ő˙ą˙˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙Ó˙ß˙—˙Š˙—˙Ŕ˙ß˙Ť˙˙˙ß˙˙ž˙›˙ LBL&DIALOGEVENT:Taunts_Grainger061Subtitle RTSŐ˙˝˙˙’˙˙Œ˙ß˙ž˙ˆ˙ž˙†˙Ó˙ß˙˙Š˙‘˙”˙ LBL&DIALOGEVENT:Taunts_Grainger062Subtitle RTSCŐ˙ź˙˙’˙š˙ß˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ś˙Ř˙“˙“˙ß˙Œ˙—˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙—˙š˙ß˙’˙š˙ž˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙Ý˙ť˙š˙ž˙‹˙—˙ß˙™˙˙˙’˙ß˙ž˙˙˙‰˙š˙Ń˙Ý˙ LBL&DIALOGEVENT:Taunts_Grainger063Subtitle RTS&Ő˙Ź˙˙‘˙–˙œ˙Ň˙˙˙˙’˙Ó˙ß˙˙ž˙˙†˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙›˙˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙–˙‘˙˜˙ LBL&DIALOGEVENT:Taunts_Grainger064Subtitle RTS7Ő˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙˜˙˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙˜˙˙˙›˙ß˙ž˙–˙˙“˙–˙‘˙š˙ß˙•˙˙˙ LBL&DIALOGEVENT:Taunts_Grainger065Subtitle RTS,Ő˙ś˙ß˙ˆ˙–˙‘˙Ň˙Ň˙†˙˙Š˙ß˙“˙˙Œ˙š˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙’˙˙˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger066Subtitle RTSŒŐ˙˝˙š˙ß˙ž˙›˙‰˙–˙Œ˙š˙›˙Ĺ˙ß˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˛˙ž˙“˙œ˙˙“˙’˙ß˙¸˙˙ž˙‘˙˜˙š˙˙Ń˙ß˙¨˙–˙‹˙—˙›˙˙ž˙ˆ˙ß˙‘˙˙ˆ˙ß˙˙˙ß˙˙˙š˙˙ž˙˙š˙ß˙‹˙˙ß˙˙š˙ß˙˙˙’˙˙š˙›˙ß˙˙ž˙œ˙”˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙‘˙š˙Ň˙ž˙˜˙š˙ LBL&DIALOGEVENT:Taunts_Grainger067Subtitle RTS2Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙š˙Ň˙Ň˙ś˙ß˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙Œ˙”˙–˙š˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger068Subtitle RTS<Ő˙¨˙ž˙‹˙œ˙—˙ß˙‹˙—˙š˙ß˙Œ˙”˙–˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙˙‘˙ß˙ž˙‘˙ß˙ž˙–˙˙Ň˙Œ˙—˙˙ˆ˙ LBL&DIALOGEVENT:Taunts_Grainger069Subtitle RTSŐ˙¨˙ž˙‘˙‘˙ž˙ß˙Œ˙š˙š˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger070Subtitle RTSŐ˙­˙š˙ž˙›˙†˙Ň˙˙˙Ň˙‘˙˙‹˙Ó˙ß˙—˙š˙˙š˙ß˙ś˙ß˙œ˙˙’˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger071Subtitle RTS-Ő˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙’˙–˙‘˙›˙ß˙–˙™˙ß˙ˆ˙š˙ß˙›˙˙˙˙Ň˙–˙‘˙Ó˙ß˙›˙˙ß˙†˙ž˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger072Subtitle RTSLŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙ˆ˙˙ß˙˙™˙ß˙’˙†˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Œ˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙—˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙’˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙ž˙‘˙‘˙˙†˙š˙›˙ LBL&DIALOGEVENT:Taunts_Grainger073Subtitle RTSMŐ˙ź˙Š˙˙Œ˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙—˙–˙‹˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙’˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙˙š˙˙Œ˙˙‘˙ž˙“˙“˙†˙ LBL&DIALOGEVENT:Taunts_Grainger074Subtitle RTSoŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙˙›˙ž˙†˙Ń˙ß˙×˙ž˙‘˙‘˙˙Š˙‘˙œ˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙–˙Œ˙ß˙˙ˆ˙‘˙ß˙‹˙˙˙˙˙Œ˙Ö˙ß˙š˙˙˙œ˙š˙Œ˙Ó˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL&DIALOGEVENT:Taunts_Grainger075Subtitle RTSEŐ˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙Œ˙ž˙“˙Š˙‹˙š˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger076Subtitle RTSsŐ˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙’˙š˙š˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ß˙Œ˙˙’˙š˙›˙ž˙†˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙Œ˙˙ß˙’˙š˙˙œ˙–˙™˙Š˙“˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙Ň˙ LBL&DIALOGEVENT:Taunts_Grainger077Subtitle RTSŐ˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙—˙š˙Ř˙›˙ß˙‘˙š˙‰˙š˙˙ß˙Œ˙—˙Š˙‹˙ß˙Š˙˙ LBL&DIALOGEVENT:Taunts_Grainger078Subtitle RTSCŐ˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙”˙š˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ó˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger079Subtitle RTS=Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ŕ˙ß˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙Š˙˙ß˙ž˙ß˙‘˙˙‹˙œ˙—˙ LBL&DIALOGEVENT:Taunts_Grainger080Subtitle RTS*Ő˙Ż˙–˙“˙˙‹˙Œ˙Ó˙ß˙ˆ˙ž˙‹˙œ˙—˙Ň˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙—˙˙Œ˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger081Subtitle RTS,Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙Ň˙Œ˙˙ß˙™˙š˙ˆ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ LBL&DIALOGEVENT:Taunts_Grainger082Subtitle RTSJŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙ß˙†˙ž˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙ž˙ß˙š˙Š˙š˙“˙Ň˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙ˆ˙˙˙”˙Œ˙Ŕ˙ß˙ˇ˙˙ˆ˙ß˙Ř˙˙˙Š˙‹˙ß˙ž˙ß˙›˙š˙’˙˙‘˙Œ˙‹˙˙ž˙‹˙–˙˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger083Subtitle RTSDŐ˙¨˙š˙“˙œ˙˙’˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙˙‹˙†˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ń˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙–˙‘˙ß˙™˙˙˙ß˙–˙‹˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger084Subtitle RTS5Ő˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙ž˙‘˙ß˙ž˙Ň˙Î˙Ď˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙˛˙š˙ß˙‘˙š˙–˙‹˙—˙š˙˙ LBL&DIALOGEVENT:Taunts_Grainger085Subtitle RTS&Ő˙ˇ˙š˙†˙Ó˙ß˙ˆ˙ž˙‘˙‘˙ž˙ß˙Œ˙š˙š˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger086Subtitle RTS7Ő˙ž˙˙‹˙–˙“˙“˙š˙˙†˙Ţ˙ß˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger087Subtitle RTSIŐ˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ß˙–˙Œ˙ß˙‘˙š˙‰˙š˙˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger088Subtitle RTS.Ő˙¨˙ž˙–˙‹˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Ţ˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙“˙˙˙”˙ß˙˙Š˙‹˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger089Subtitle RTS1Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙’˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙z˙ś˙ß˙—˙ž˙‹˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger090Subtitle RTS8Ő˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙‹˙˙˙Š˙˙“˙š˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙ž˙‘˙‘˙ž˙ß˙“˙–˙™˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger091Subtitle RTS Ő˙ź˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙ß˙Ź˙‹˙˙˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙™˙–˙˜˙—˙‹˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger092Subtitle RTS0Ő˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Grainger093Subtitle RTS'Ő˙ˇ˙’˙’˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry001Subtitle RTS)Ő˙Ź˙˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙—˙–˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry002Subtitle RTS(Ő˙Ă˙Œ˙ž˙˙œ˙ž˙Œ˙‹˙–˙œ˙Á˙š˙š˙š˙“˙–˙‘˙˜˙ß˙˙‰˙š˙˙ˆ˙—˙š˙“˙’˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry003Subtitle RTSPŐ˙×˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙›˙–˙š˙Ö˙ß˙Ă˙ž˙‘˙˜˙˙†˙ß˙‰˙˙–˙œ˙š˙Á˙ß˙Î˙ß˙˙–˙“˙“˙–˙˙‘˙ß˙’˙˙˙š˙ß˙ˆ˙—˙š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙’˙š˙ß˙™˙˙˙’˙ LBL&DIALOGEVENT:Taunts_Infantry004Subtitle RTShŐ˙×˙Ż˙ž˙˙ž˙›˙˙˙˙Ö˙ł˙–˙”˙š˙ß˙ž˙ß˙Œ˙ˆ˙ž˙˙’˙ß˙˙™˙ß˙“˙˙œ˙Š˙Œ˙‹˙Œ˙ß˙‹˙—˙š˙†˙ß˙›˙š˙Œ˙œ˙š˙‘˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙”˙†˙ß˙‹˙˙ß˙›˙š˙‰˙˙Š˙˙ß˙ž˙“˙“˙ß˙‹˙—˙˙Œ˙š˙ß˙ˆ˙—˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ź˙—˙–˙‘˙ž˙ LBL&DIALOGEVENT:Taunts_Infantry005Subtitle RTSŐ˙ş˙‰˙š˙˙ß˙˙š˙š˙‘˙ß˙—˙ž˙œ˙”˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry006Subtitle RTSŐ˙Ă˙Œ˙—˙˙Š˙‹˙–˙‘˙˜˙Á˙˛˙ž˙˙œ˙—˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry007Subtitle RTSŐ˙Ť˙—˙š˙†˙ß˙’˙ž˙”˙š˙ß˙˜˙˙˙›˙ß˙Œ˙—˙–˙š˙“˙›˙Œ˙ß˙‹˙˙˙ LBL&DIALOGEVENT:Taunts_Infantry008Subtitle RTS!Ő˙ˇ˙š˙˙š˙Ř˙Œ˙ß˙ž˙ß˙‹˙–˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Ź˙Š˙˙˙š˙‘˙›˙š˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry009Subtitle RTS-Ő˙ť˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙ž˙”˙š˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙ LBL&DIALOGEVENT:Taunts_Infantry010Subtitle RTSŐ˙Ş˙‘˙“˙š˙ž˙Œ˙—˙ß˙ˇ˙˙˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry011Subtitle RTS:Ő˙ś˙‹˙Ř˙Œ˙ß˙˙”˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙˙Š˙˙ß˙˙ˆ˙‘˙ß˙™˙“˙ž˙˜˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL&DIALOGEVENT:Taunts_Infantry012Subtitle RTS8Ő˙Ź˙˙˙‘˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙š˙ß˙ž˙˙š˙ß˙˙˙˙‹˙Œ˙ß˙’˙ž˙˙œ˙—˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙’˙ LBL&DIALOGEVENT:Taunts_Infantry013Subtitle RTSŐ˙ź˙—˙ž˙˙˜˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry014Subtitle RTSŐ˙ť˙š˙ž˙‹˙—˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙ˆ˙—˙˙ß˙˙˙˙˙Œ˙š˙ß˙Š˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry015Subtitle RTS5Ő˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙—˙ž˙˙›˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙ß˙™˙š˙š˙›˙ß˙ž˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry016Subtitle RTSAŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙—˙˙“˙›˙ß˙ž˙ß˙˙ž˙˙ž˙›˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙–˙‹˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry017Subtitle RTSŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry018Subtitle RTS8Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙–˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙‰˙š˙˙˙Š˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry019Subtitle RTS)Ő˙ž˙˙š˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙“˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry020Subtitle RTS?Ő˙ˇ˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙ß˙‹˙ž˙”˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙‹˙ž˙‘˙”˙ß˙™˙˙˙œ˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry021Subtitle RTS=Ő˙Ă˙Œ˙ž˙˙œ˙ž˙Œ˙‹˙–˙œ˙Á˙ß˙¨˙—˙ž˙‹˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙ž˙’˙ž˙…˙š˙ß˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry022Subtitle RTS+Ő˙Ť˙—˙–˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry023Subtitle RTS"Ő˙Ź˙˙ß˙™˙ž˙˙ß˙ś˙Ř˙’˙ß˙‘˙˙‹˙ß˙–˙’˙˙˙š˙Œ˙Œ˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry024Subtitle RTS=Ő˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙‘˙˙‹˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙Ó˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry025Subtitle RTS5Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙™˙–˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙—˙˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry026Subtitle RTSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry027Subtitle RTS:Ő˙ž˙ˆ˙ˆ˙z˙ˆ˙š˙Ř˙‰˙š˙ß˙”˙‘˙˙œ˙”˙š˙›˙ß˙˙‰˙š˙˙ß˙†˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ń˙ß˙˝˙˙˙Ň˙—˙˙˙ LBL&DIALOGEVENT:Taunts_Infantry028Subtitle RTS;Ő˙ą˙˙ˆ˙ß˙†˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙–˙Œ˙ß˙˜˙˙‘˙š˙Ń˙ß˙ˇ˙˙ˆ˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙™˙–˙˜˙—˙‹˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙’˙š˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry029Subtitle RTSBŐ˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙’˙š˙ß˙’˙ž˙‘˙Ň˙‹˙˙Ň˙’˙ž˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry030Subtitle RTS?Ő˙ą˙˙ß˙’˙˙˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙Ń˙ß˙¸˙š˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙™˙–˙˜˙—˙‹˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙’˙ž˙‘˙ LBL&DIALOGEVENT:Taunts_Infantry031Subtitle RTS=Ő˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙’˙ž˙˙œ˙—˙–˙‘˙˜˙ß˙˙–˙˜˙—˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry032Subtitle RTSIŐ˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙š˙’˙˙‹˙†˙ß˙˜˙˙˙Š˙‘˙›˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙˙‘˙œ˙š˙ß˙Œ˙‹˙˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry033Subtitle RTSPŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙’˙ž˙‘˙†˙ß˙’˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙Œ˙‹˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ˆ˙˙˙‹˙—˙ß˙–˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry034Subtitle RTS(Ő˙ł˙š˙ž˙‰˙š˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙“˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry035Subtitle RTSFŐ˙ą˙°˙Ţ˙ß˙ą˙˙‹˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙‹˙—˙š˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ LBL&DIALOGEVENT:Taunts_Infantry036Subtitle RTSJŐ˙˛˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙š˙Œ˙Œ˙š˙‘˙‹˙–˙ž˙“˙ß˙‹˙˙ß˙’˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙Ó˙ß˙˙Š˙‹˙ß˙›˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙ž˙‘˙˙‹˙—˙š˙˙ LBL&DIALOGEVENT:Taunts_Infantry037Subtitle RTSCŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙ž˙‘˙‘˙˙†˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry038Subtitle RTSSŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙Ň˙Ň˙‹˙—˙š˙†˙Ř˙˙š˙ß˙˙‘˙“˙†˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙ LBL&DIALOGEVENT:Taunts_Infantry039Subtitle RTSQŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙Œ˙‹˙ß˙’˙š˙ß˙’˙ž˙‘˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙˙š˙˙ž˙†˙’˙š˙‘˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry040Subtitle RTSMŐ˙ą˙˙˙˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙¸˙˙ß˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ß˙´˙š˙š˙˙ß˙‹˙—˙š˙’˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry041Subtitle RTS7Ő˙Ź˙ˆ˙ž˙‹˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ˆ˙š˙Ř˙“˙“˙ß˙’˙ž˙”˙š˙ß˙’˙˙˙š˙ LBL&DIALOGEVENT:Taunts_Infantry042Subtitle RTS6Ő˙˛˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙˙˙ž˙œ˙‹˙–˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry043Subtitle RTSXŐ˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙’˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙–˙‘˙ß˙’˙†˙ß˙ž˙˙’˙†˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙Œ˙ž˙œ˙˙–˙™˙–˙œ˙š˙ß˙™˙˙˙ß˙ź˙—˙–˙‘˙ž˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙˙˙ß˙Š˙Œ˙ LBL&DIALOGEVENT:Taunts_Infantry044Subtitle RTSZŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙’˙†˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙ž˙œ˙”˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙˙–˙“˙ß˙‘˙˙ˆ˙ LBL&DIALOGEVENT:Taunts_Infantry045Subtitle RTSOŐ˙Ť˙—˙ž˙‹˙ß˙˙“˙›˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙˜˙š˙‹˙ß˙–˙‹˙ß˙‹˙˙ß˙ˆ˙˙˙”˙ LBL&DIALOGEVENT:Taunts_Infantry046Subtitle RTS^Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙–˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙˙š˙ß˙™˙˙˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙Ŕ˙ß˙­˙š˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙˙š˙™˙–˙‘˙š˙˙†˙ß˙‹˙˙ß˙’˙š˙ß˙‘˙˙ˆ˙ LBL&DIALOGEVENT:Taunts_Infantry047Subtitle RTS<Ő˙¸˙š˙‹˙ß˙ž˙‘˙†˙ß˙œ˙“˙˙Œ˙š˙˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙Œ˙š˙‹˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙ß˙˙Š˙‹˙ß˙˙‘˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Infantry048Subtitle RTS]Ő˙ś˙ß˙ˆ˙ž˙˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˜˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙ž˙ß˙—˙Š˙‘˙›˙˙š˙›˙ß˙’˙š˙‘˙ß˙œ˙ž˙‘˙ß˙›˙˙ß˙‹˙˙ß˙ž˙ß˙‹˙ž˙‘˙”˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry049Subtitle RTS6Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ß˙´˙–˙“˙“˙ß˙‹˙—˙š˙’˙Ţ˙ß˙¸˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ß˙˙™˙ß˙—˙š˙˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry050Subtitle RTS'Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙Ţ˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙’˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry051Subtitle RTS7Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˜˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ň˙Ň˙’˙†˙ß˙’˙š˙‘˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙˙Œ˙š˙ LBL&DIALOGEVENT:Taunts_Infantry052Subtitle RTS%Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙ß˙‘˙˙‹˙ß˙‹˙˙†˙ß˙‹˙˙ß˙™˙“˙ž˙‘˙”˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL&DIALOGEVENT:Taunts_Infantry053Subtitle RTS.Ő˙ž˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry054Subtitle RTS3Ő˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙™˙˙˙‘˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙™˙˙˙“˙–˙Œ˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry055Subtitle RTS0Ő˙Ť˙—˙˙Œ˙š˙ß˙ž˙˙š˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙ LBL&DIALOGEVENT:Taunts_Infantry056Subtitle RTS"Ő˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry057Subtitle RTS+Ő˙ź˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙˙˙–˙›˙˜˙š˙ß˙–˙Œ˙ß˙ž˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry058Subtitle RTSUŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙˙Š˙‘˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙›˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙–˙‘˙‰˙ž˙›˙š˙ß˙Œ˙˙˙‘˙ LBL&DIALOGEVENT:Taunts_Infantry059Subtitle RTS2Ő˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙Œ˙‹˙˙˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry060Subtitle RTSKŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙ˆ˙ž˙Œ˙‹˙š˙›˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙’˙š˙‘˙z˙˙Š˙‹˙ß˙ś˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙’˙š˙‘˙ LBL&DIALOGEVENT:Taunts_Infantry061Subtitle RTS.Ő˙¨˙š˙ß˙ž˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ţ˙ß˙ˇ˙˙ˆ˙ß˙›˙–˙›˙ß˙‹˙—˙–˙Œ˙ß˙—˙ž˙˙˙š˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry062Subtitle RTSRŐ˙˝˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ň˙Ň˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙—˙–˙‹˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙˙™˙ß˙’˙†˙ß˙’˙š˙‘˙z˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Infantry063Subtitle RTSIŐ˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙š˙˙š˙ß˙‘˙˙‹˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙—˙ž˙˙›˙“˙†˙ß˙™˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry064Subtitle RTS2Ő˙Ť˙—˙ž˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙Š˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry065Subtitle RTSjŐ˙Ś˙š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ň˙Ň˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙‹˙—˙š˙‘˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙˙˜˙–˙‘˙˜˙ß˙—˙˙˙›˙š˙ LBL&DIALOGEVENT:Taunts_Infantry066Subtitle RTSAŐ˙ź˙˙ˆ˙ž˙˙›˙Ţ˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙œ˙˙Š˙Œ˙—˙ß˙’˙†˙ß˙’˙š˙‘˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry067Subtitle RTSBŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙z˙‘˙˙ß˙’˙ž˙‹˙‹˙š˙˙Ó˙ß˙’˙†˙ß˙—˙˙˙›˙š˙ß˙ž˙‘˙›˙ß˙˙˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙†˙˙Š˙˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙‹˙˙˙ LBL&DIALOGEVENT:Taunts_Infantry068Subtitle RTSbŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙’˙˙˙–˙“˙–˙…˙–˙‘˙˜˙ß˙ž˙ß˙—˙˙˙›˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙’˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙’˙†˙ß˙Œ˙‹˙˙š˙‘˙˜˙‹˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry069Subtitle RTSdŐ˙Ś˙˙Š˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙‹˙˙˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙›˙˙˙˙ß˙–˙‘˙ß˙ž˙‘˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙™˙˙˙ß˙ź˙—˙–˙‘˙ž˙ LBL&DIALOGEVENT:Taunts_Infantry070Subtitle RTSŐ˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ţ˙ß˙Ź˙œ˙ž˙‹˙‹˙š˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry071Subtitle RTS7Ő˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙Ţ˙ß˙š˙“˙š˙š˙Ţ˙ß˙¸˙š˙‹˙ß˙’˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙—˙š˙˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry072Subtitle RTSdŐ˙°˙˙—˙Ó˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙˙š˙‹˙‹˙†˙ß˙“˙–˙˜˙—˙‹˙ß˙Œ˙—˙˙ˆ˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙—˙˙˙š˙ß˙‹˙˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙˙š˙‹˙‹˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry073Subtitle RTSZŐ˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙ž˙†˙Œ˙ß˙˙™˙ß˙˙˙–˙‘˙˜˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙˙Š˙‹˙ß˙˙†˙ß˙™˙˙˙œ˙š˙ß˙–˙™˙ß˙‘˙š˙œ˙š˙Œ˙Œ˙ž˙˙†˙ LBL&DIALOGEVENT:Taunts_Infantry074Subtitle RTSfŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙ß˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ˆ˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ş˙‰˙š˙‘˙ß˙—˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙ß˙ˆ˙—˙š˙‘˙ß˙™˙ž˙œ˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙ LBL&DIALOGEVENT:Taunts_Infantry075Subtitle RTS>Ő˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ŕ˙ß˙ˇ˙˙ˆ˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙—˙š˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry076Subtitle RTS6Ő˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙ˆ˙ž˙˙š˙Ĺ˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙–˙Œ˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ LBL&DIALOGEVENT:Taunts_Infantry077Subtitle RTS>Ő˙ś˙ß˙Œ˙š˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙­˙Š˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ţ˙ß˙š˙š˙ž˙˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry078Subtitle RTSHŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙ž˙˙‹˙ß˙ž˙Œ˙ß˙™˙ž˙Œ˙‹˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry079Subtitle RTSGŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙–˙‘˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙‹˙—˙˙š˙š˙z˙—˙˙ˆ˙ß˙™˙ž˙Œ˙‹˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙‹˙˙ž˙–˙‘˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry080Subtitle RTSTŐ˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ŕ˙ß˙š˙˙˙“˙–˙Œ˙—˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙˙Š˙†˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙’˙˙‘˙š˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry081Subtitle RTS;Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙—˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙˙š˙ß˙ˆ˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry082Subtitle RTS,Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙Š˙‘˙›˙š˙˙š˙Œ˙‹˙–˙’˙ž˙‹˙š˙›˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry083Subtitle RTS@Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙œ˙ž˙Š˙˜˙—˙‹˙ß˙’˙š˙ß˙˙™˙™˙ß˙˜˙Š˙ž˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‘˙˙ˆ˙ß˙ś˙ß˙ž˙’˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Infantry084Subtitle RTSPŐ˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ś˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙“˙˙Œ˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry085Subtitle RTS`Ő˙ś˙ß˙›˙˙ß˙‘˙˙‹˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‰˙š˙˙ß˙’˙†˙ß˙š˙Œ˙œ˙ž˙˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙›˙ž˙†˙ LBL&DIALOGEVENT:Taunts_Infantry086Subtitle RTS@Ő˙˛˙†˙ß˙’˙š˙‘˙ß˙˙Š˙‹˙‘˙Š˙’˙˙š˙˙ß˙†˙˙Š˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ LBL&DIALOGEVENT:Taunts_Infantry087Subtitle RTS)Ő˙Ť˙—˙–˙Œ˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry088Subtitle RTSOŐ˙ś˙™˙ß˙†˙˙Š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙‘˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙ß˙‹˙˙ß˙Œ˙œ˙˙ž˙˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙“˙ž˙‘˙›˙ LBL&DIALOGEVENT:Taunts_Infantry089Subtitle RTS+Ő˙ť˙˙ß˙†˙˙Š˙ß˙™˙š˙š˙“˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ß˙›˙˙ž˙ˆ˙–˙‘˙˜˙ß˙‘˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry090Subtitle RTSGŐ˙ˇ˙ž˙—˙ž˙Ţ˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙†˙˙Š˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙—˙˙˙Œ˙š˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙’˙†˙ß˙—˙˙˙›˙š˙ß˙˙˙ß˙›˙–˙š˙ LBL&DIALOGEVENT:Taunts_Infantry091Subtitle RTS!Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry092Subtitle RTSŐ˙š˙ž˙œ˙š˙ß˙’˙š˙ß˙ž˙‘˙›˙ß˙™˙ž˙“˙“˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry093Subtitle RTSŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Infantry094Subtitle RTS&Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙“˙˙œ˙Š˙Œ˙‹˙Œ˙ LBL&DIALOGEVENT:Taunts_Infantry095Subtitle RTS[Ő˙˛˙š˙‘˙Ŕ˙ß˙¨˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙’˙†˙ß˙’˙š˙‘˙Ŕ˙ß˙Ś˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙“˙š˙‹˙‹˙–˙‘˙˜˙ß˙’˙š˙ß˙˜˙˙ß˙ˆ˙˙Š˙“˙›˙ß˙†˙˙Š˙Ŕ˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙—˙Š˙˙‹˙ß˙’˙š˙ LBL&DIALOGEVENT:Taunts_Infantry096Subtitle RTS]Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‘˙–˙œ˙š˙ß˙Š˙‘˙–˙™˙˙˙’˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙z˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙Œ˙˙ß˙˙ž˙›˙z˙†˙˙Š˙ß˙’˙–˙˜˙—˙‹˙ß˙š˙‰˙š˙‘˙ß˙“˙–˙”˙š˙ß˙–˙‹˙Ń˙ß˙˝˙Š˙‹˙ß˙ś˙ß˙›˙˙Š˙˙‹˙ß˙–˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry097Subtitle RTS)Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry098Subtitle RTS'Ő˙ž˙‘˙›˙ß˙‹˙—˙–˙‘˙”˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙ˆ˙ž˙‰˙š˙ LBL#DIALOGEVENT:Taunts_Laser001Subtitle RTS%Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙–˙‘˙ß˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙Œ˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser002Subtitle RTSŐ˙Ż˙˙š˙œ˙–˙Œ˙–˙˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙œ˙˙’˙’˙š˙‘˙œ˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Laser003Subtitle RTSbŐ˙ß˙×˙˙“˙ž˙†˙š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ö˙ß˙ś˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ß˙œ˙—˙˙–˙œ˙š˙ß˙˙™˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙—˙š˙“˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙š˙–˙‹˙—˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser004Subtitle RTS9Ő˙ś˙Ř˙’˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙‘˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Laser005Subtitle RTSHŐ˙˛˙ž˙†˙˙š˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙Ň˙š˙‰˙ž˙“˙Š˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙–˙š˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙˙˙‰˙–˙˙Š˙Œ˙“˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙”˙ LBL#DIALOGEVENT:Taunts_Laser006Subtitle RTS%Ő˙ˇ˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙’˙†˙ß˙‘˙š˙ˆ˙ß˙‹˙˙†˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser007Subtitle RTSDŐ˙Ż˙˙š˙˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙˙š˙ß˙‹˙ž˙Š˙˜˙—˙‹˙ß˙ž˙ß˙“˙š˙Œ˙Œ˙˙‘˙ß˙–˙‘˙ß˙ˆ˙ž˙˙ LBL#DIALOGEVENT:Taunts_Laser008Subtitle RTSŐ˙ş˙ž˙Œ˙†˙ß˙œ˙˙’˙š˙Ó˙ß˙š˙ž˙Œ˙†˙ß˙˜˙˙ LBL#DIALOGEVENT:Taunts_Laser009Subtitle RTS0Ő˙˛˙ž˙†˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙œ˙Š˙‹˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙‹˙˙†˙ß˙˙ž˙–˙‘˙‹˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Laser010Subtitle RTSŐ˙˝˙š˙ž˙Š˙‹˙–˙™˙Š˙“˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙‹˙—˙š˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser011Subtitle RTSIŐ˙˛˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙œ˙Š˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙—˙˙‹˙ß˙”˙‘˙–˙™˙š˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙˙Š˙‹˙‹˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser012Subtitle RTS Ő˙ź˙—˙š˙œ˙”˙’˙ž˙‹˙š˙ LBL#DIALOGEVENT:Taunts_Laser013Subtitle RTSKŐ˙ś˙‹˙Ř˙Œ˙ß˙ž˙ß˙ˆ˙—˙˙“˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙˜˙š˙ß˙˙™˙ß˙ˆ˙ž˙˙™˙ž˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‹˙Ř˙Œ˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙›˙˙˙˙Œ˙‹˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser014Subtitle RTS/Ő˙Ť˙ž˙˙˜˙š˙‹˙ß˙–˙Œ˙ß˙˙ž˙–˙‘˙‹˙š˙›˙Ň˙Ň˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙˜˙–˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙‘˙ LBL#DIALOGEVENT:Taunts_Laser015Subtitle RTSPŐ˙°˙˙–˙˜˙–˙‘˙ž˙“˙“˙†˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙ž˙“˙Œ˙˙ß˙—˙ž˙›˙ß˙“˙ž˙Œ˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙’˙†˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˜˙˙‹˙ß˙œ˙˙‘˙™˙Š˙Œ˙š˙›˙ LBL#DIALOGEVENT:Taunts_Laser016Subtitle RTSKŐ˙ť˙˙‘˙Ř˙‹˙ß˙“˙˙˙”˙ß˙›˙–˙˙š˙œ˙‹˙“˙†˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙š˙˙Ň˙Ň˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙˙Š˙˙‘˙Ň˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙œ˙”˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙—˙š˙ž˙›˙ LBL#DIALOGEVENT:Taunts_Laser017Subtitle RTS%Ő˙ź˙—˙ž˙˙˜˙–˙‘˙˜˙ß˙“˙ž˙Œ˙š˙˙Œ˙z˙˙“˙š˙ž˙Œ˙š˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser018Subtitle RTS7Ő˙ł˙ž˙Œ˙š˙˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙œ˙ž˙“˙–˙˙˙ž˙‹˙š˙›˙ß˙˙˙š˙œ˙–˙Œ˙š˙“˙†˙ß˙™˙˙˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙š˙™˙™˙š˙œ˙‹˙ LBL#DIALOGEVENT:Taunts_Laser019Subtitle RTS8Ő˙ť˙˙…˙š˙˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙Ň˙Ň˙“˙ž˙Œ˙š˙˙Œ˙ß˙‹˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser020Subtitle RTSBŐ˙ź˙ž˙‘˙ß˙†˙˙Š˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙–˙™˙‹˙†˙ß˙’˙–˙“˙“˙–˙˙‘˙ß˙’˙š˙˜˙ž˙Ň˙•˙˙Š˙“˙š˙Œ˙ß˙˙™˙ß˙“˙ž˙Œ˙–˙‘˙˜˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser021Subtitle RTS*Ő˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙–˙˜˙ß˙Œ˙˙ž˙œ˙š˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙–˙‹˙ LBL#DIALOGEVENT:Taunts_Laser022Subtitle RTS0Ő˙˛˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙Š˙˙‘˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙˙˙ß˙‹˙˙ß˙‰˙ž˙˙˙˙ LBL#DIALOGEVENT:Taunts_Laser023Subtitle RTS\Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ž˙“˙“˙†˙ß˙‹˙˙†˙ß˙‹˙˙ß˙œ˙˙˙˙›˙–˙‘˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙Ň˙Ň˙‹˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙“˙“˙ß˙‹˙˙ß˙š˙ž˙Œ˙†˙ß˙™˙˙˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Laser024Subtitle RTS3Ő˙ť˙˙‘˙Ř˙‹˙ß˙˜˙š˙‹˙ß˙›˙–˙Œ˙‹˙˙ž˙œ˙‹˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙˙˙š˙‹˙‹˙†˙ß˙“˙–˙˜˙—˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser025Subtitle RTS-Ő˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙’˙š˙ß˙‹˙˙ß˙Ý˙˙š˙ž˙’˙ß˙†˙˙Š˙ß˙Š˙˙Ó˙Ý˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser026Subtitle RTSPŐ˙Ś˙˙Š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙’˙ž˙‹˙œ˙—˙ß˙’˙†˙ß˙˙–˙‘˙˙˙–˙‘˙‹˙ß˙ž˙œ˙œ˙Š˙˙ž˙œ˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙†˙ß˙‘˙˙‹˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser027Subtitle RTSRŐ˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ś˙Ř˙“˙“˙ß˙š˙‘˙•˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙˙‘˙š˙ß˙‹˙˙˙ LBL#DIALOGEVENT:Taunts_Laser028Subtitle RTSNŐ˙ś˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙—˙˙ˆ˙ß˙Œ˙ž˙™˙š˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser029Subtitle RTSKŐ˙Ś˙˙Š˙˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙Œ˙ž˙™˙š˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ó˙ß˙š˙Œ˙˙š˙œ˙–˙ž˙“˙“˙†˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ LBL#DIALOGEVENT:Taunts_Laser030Subtitle RTS,Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙˙‹˙—˙“˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Laser031Subtitle RTSZŐ˙ž˙—˙Ó˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ň˙Ň˙Ž˙Š˙š˙š˙‘˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙œ˙—˙š˙Œ˙Œ˙˙˙ž˙˙›˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙’˙ž˙‹˙œ˙—˙ß˙–˙Œ˙ß˙ž˙“˙“˙ß˙˙Š˙‹˙ß˙˙‰˙š˙˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser032Subtitle RTSMŐ˙˛˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙z˙—˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙”˙š˙š˙˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser033Subtitle RTS7Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙˙Œ˙š˙ LBL#DIALOGEVENT:Taunts_Laser034Subtitle RTSŐ˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser035Subtitle RTSŐ˙˛˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ß˙ą˙˙˙˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser036Subtitle RTS#Ő˙ˇ˙˙ˆ˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser037Subtitle RTS>Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ß˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙Ĺ˙ß˙›˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser038Subtitle RTSSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙Œ˙š˙ß˙“˙˙Œ˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Š˙‘˙ž˙œ˙œ˙š˙˙‹˙ž˙˙“˙š˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙˙š˙˙ž˙†˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser039Subtitle RTS0Ő˙ą˙˙Ţ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙Ó˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser040Subtitle RTS_Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙˙˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ś˙Ř˙“˙“˙ß˙Š˙Œ˙š˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser041Subtitle RTS"Ő˙ł˙š˙ž˙‰˙š˙ß˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙“˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser042Subtitle RTS6Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙—˙Š˙‘˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙˙‘˙ß˙˙Š˙˙˙˙Œ˙š˙Ó˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser043Subtitle RTSUŐ˙­˙š˙ž˙˙ß˙‹˙—˙š˙ß˙˙š˙ˆ˙ž˙˙›˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙ˆ˙—˙–˙“˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ä˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙–˙‹˙ß˙Œ˙˙˙‘˙ LBL#DIALOGEVENT:Taunts_Laser044Subtitle RTS;Ő˙Ť˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙ž˙–˙˙˙˙˙‘˙š˙ß˙“˙ž˙Œ˙š˙˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser045Subtitle RTS‹Ő˙ť˙–˙›˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙™˙ž˙Œ˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙’˙˙˙š˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙‹˙“˙†˙Ŕ˙ß˙°˙˙˙Œ˙Ó˙ß˙ś˙ß˙˙˙˙˙ž˙˙“˙†˙ß˙Œ˙—˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙“˙›˙ß˙†˙˙Š˙ß˙‹˙—˙ž˙‹˙ LBL#DIALOGEVENT:Taunts_Laser046Subtitle RTSUŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙‹˙˙–˙˙˙š˙›˙ß˙˙Š˙˙ß˙˙Š˙‹˙š˙˙ß˙˙š˙˙–˙’˙š˙‹˙š˙˙ß˙ˆ˙ž˙˙‘˙–˙‘˙˜˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙‘˙˙ˆ˙ LBL#DIALOGEVENT:Taunts_Laser047Subtitle RTSLŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙ž˙›˙‰˙–˙Œ˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙ž˙‘˙†˙ß˙œ˙“˙˙Œ˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser048Subtitle RTS?Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ß˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙ß˙ž˙‘˙›˙ß˙›˙š˙˙“˙˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser049Subtitle RTS$Ő˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser050Subtitle RTS9Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙˙˙ß˙’˙š˙Ň˙Ň˙Œ˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙’˙ LBL#DIALOGEVENT:Taunts_Laser051Subtitle RTSQŐ˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙‘˙”˙Œ˙Ó˙ß˙š˙—˙Ŕ˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ž˙‹˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Laser052Subtitle RTS,Ő˙š˙“˙ž˙‘˙”˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙‰˙–˙˙Š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser053Subtitle RTS>Ő˙Ś˙š˙Œ˙Ó˙ß˙œ˙˙’˙š˙ß˙Œ˙‹˙˙ž˙–˙˜˙—˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙’˙†˙ß˙™˙˙˙‘˙‹˙Ň˙›˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙–˙™˙ß˙†˙˙Š˙ß˙›˙ž˙˙š˙ LBL#DIALOGEVENT:Taunts_Laser054Subtitle RTSNŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙‹˙—˙š˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙Œ˙˙ß˙Š˙‘˙›˙š˙™˙š˙‘˙›˙š˙›˙ß˙ž˙Œ˙ß˙–˙‹˙ß˙Œ˙š˙š˙’˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser055Subtitle RTS&Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙™˙˙˙“˙–˙Œ˙—˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser056Subtitle RTSEŐ˙Ť˙—˙š˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙˙ß˙™˙ž˙–˙“˙š˙›˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser057Subtitle RTS9Ő˙ą˙˙Ţ˙ß˙Ź˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙Ţ˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙˙Œ˙š˙ß˙˙š˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ß˙˙˙ˆ˙š˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser058Subtitle RTS=Ő˙°˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ŕ˙Ţ˙ß˙ˇ˙˙ˆ˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙š˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙˙Š˙‘˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser059Subtitle RTS1Ő˙­˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser060Subtitle RTSMŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙œ˙˙‰˙š˙˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙˙‰˙š˙˙˙Š˙‘˙ß˙†˙˙Š˙ LBL#DIALOGEVENT:Taunts_Laser061Subtitle RTSBŐ˙°˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ŕ˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙Š˙‘˙ž˙œ˙œ˙š˙˙‹˙ž˙˙“˙š˙Ţ˙ß˙ź˙—˙–˙‘˙˙˙”˙Œ˙Ó˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙™˙ž˙Œ˙‹˙š˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser062Subtitle RTS:Ő˙Ź˙š˙“˙“˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙˙ß˙ś˙Ř˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL#DIALOGEVENT:Taunts_Laser063Subtitle RTS&Ő˙Ť˙—˙ž˙‹˙ß˙ą˙Š˙”˙š˙ß˙Ź˙–˙“˙˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser064Subtitle RTSTŐ˙ś˙™˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‘˙›˙ß˙ś˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˝˙š˙ž˙’˙z˙–˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙–˙˙˙‘˙†˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser065Subtitle RTSMŐ˙Ť˙—˙ž˙‹˙ß˙š˙‡˙œ˙š˙Œ˙Œ˙–˙‰˙š˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙˙™˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙Œ˙“˙˙ˆ˙ß˙›˙˙ˆ˙‘˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser066Subtitle RTSSŐ˙Ś˙˙Š˙˙ß˙œ˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ž˙“˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙ß˙˙ž˙Œ˙š˙›˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙˙“˙ž˙‹˙™˙˙˙’˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser067Subtitle RTSGŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙‹˙‹˙–˙‘˙˜˙ß˙˙‘˙ß˙ž˙‘˙ß˙ž˙–˙˙ß˙Œ˙—˙˙ˆ˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser068Subtitle RTSXŐ˙Ž˙Š˙–˙‹˙š˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙‹˙—˙–˙Œ˙ß˙œ˙˙ž˙…˙†˙ß˙˙“˙ž˙‘˙ LBL#DIALOGEVENT:Taunts_Laser069Subtitle RTS›Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙˙˙”˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙—˙˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙˙ž˙œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙†˙˙š˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙“˙ž˙†˙ß˙Œ˙˙’˙š˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙Ň˙‹˙—˙š˙Ň˙›˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙‹˙—˙–˙‘˙ß˙†˙˙Š˙˙ß˙‘˙Š˙’˙˙š˙˙Œ˙ß˙ž˙ß˙˙–˙‹˙ LBL#DIALOGEVENT:Taunts_Laser070Subtitle RTSBŐ˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙—˙˙˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙Œ˙œ˙Š˙›˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ LBL#DIALOGEVENT:Taunts_Laser071Subtitle RTSPŐ˙˛˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙‘˙Š˙”˙š˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙™˙ž˙“˙“˙˙Š˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙—˙ž˙‘˙›˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser072Subtitle RTSEŐ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ŕ˙Ţ˙ß˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙ˆ˙—˙ž˙‹˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙˙˙š˙‘˙ß˙–˙™˙ß˙ˆ˙š˙ß˙œ˙˙˙Œ˙Œ˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙ž˙’˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser073Subtitle RTS9Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ä˙ß˙œ˙˙’˙š˙ß˙˙Š˙‹˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙†˙ LBL#DIALOGEVENT:Taunts_Laser074Subtitle RTS+Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙˙Š˙’˙˙“˙–˙‘˙˜˙ß˙™˙˙˙“˙ LBL#DIALOGEVENT:Taunts_Laser075Subtitle RTS3Ő˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser076Subtitle RTSVŐ˙ś˙ß˙—˙˙˙š˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙“˙ž˙Œ˙š˙˙ß˙Œ˙œ˙˙˙š˙ß˙˙‘˙ß˙—˙–˙Œ˙ß˙˙–˙™˙“˙š˙z˙–˙‹˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙ˆ˙˙˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Laser077Subtitle RTSLŐ˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙˙‘˙“˙†˙ß˙˙˙˙‰˙–˙›˙š˙Œ˙ß˙ž˙–˙˙˙˙˙‘˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙™˙˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser078Subtitle RTSEŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ LBL#DIALOGEVENT:Taunts_Laser079Subtitle RTS9Ő˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙—˙Š˙˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser080Subtitle RTSNŐ˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙˙™˙™˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙š˙—˙Ŕ˙ß˙Ť˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ß˙˙™˙ß˙ž˙ß˙›˙š˙Œ˙˙š˙˙ž˙‹˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser081Subtitle RTSVŐ˙¨˙—˙ž˙‹˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙Ţ˙ß˙Ś˙˙Š˙˙ß˙“˙ž˙œ˙”˙ß˙˙™˙ß˙˙˙š˙œ˙–˙Œ˙–˙˙‘˙ß˙ž˙“˙˙‘˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙š˙‘˙Œ˙Š˙˙š˙ß˙’˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBL#DIALOGEVENT:Taunts_Laser082Subtitle RTS0Ő˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙“˙˙Œ˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ň˙Ň˙†˙˙Š˙Ř˙˙š˙ß˙ž˙ß˙˙Š˙’˙˙“˙–˙‘˙˜˙ß˙˙Š˙™˙™˙˙˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser083Subtitle RTSGŐ˙ˇ˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙˙š˙ß˙ˆ˙–˙‘˙‘˙–˙‘˙˜˙Ŕ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙—˙˙ˆ˙ß˙–˙‹˙ß˙˙“˙ž˙†˙š˙›˙ß˙˙Š˙‹˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙–˙’˙Š˙“˙ž˙‹˙–˙˙‘˙ LBL#DIALOGEVENT:Taunts_Laser084Subtitle RTSIŐ˙ś˙Ř˙‰˙š˙ß˙œ˙ž˙“˙œ˙Š˙“˙ž˙‹˙š˙›˙ß˙š˙‰˙š˙˙†˙ß˙‰˙ž˙˙–˙ž˙˙“˙š˙Ó˙ß˙†˙š˙‹˙ß˙†˙˙Š˙Ř˙˙š˙ß˙ˆ˙–˙‘˙‘˙–˙‘˙˜˙z˙—˙˙ˆ˙ß˙–˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser085Subtitle RTSBŐ˙ą˙˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙‹˙˙–˙œ˙”˙š˙˙†˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙Š˙Œ˙š˙ß˙‹˙˙ß˙˙š˙ž˙‹˙ß˙’˙š˙Ŕ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser086Subtitle RTS;Ő˙˛˙†˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙ž˙ß˙˙˙š˙˙ž˙˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙“˙š˙ž˙›˙–˙‘˙˜˙ß˙’˙š˙ß˙‹˙˙ß˙ž˙ß˙œ˙“˙š˙ž˙˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBL#DIALOGEVENT:Taunts_Laser087Subtitle RTS2Ő˙Ż˙˙š˙œ˙–˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙ˆ˙ž˙†˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙˙˙Š˙‹˙š˙ß˙™˙˙˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser088Subtitle RTS/Ő˙Ť˙—˙–˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙‘˙–˙˜˙—˙‹˙’˙ž˙˙š˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser089Subtitle RTSCŐ˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙—˙˙ˆ˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser090Subtitle RTSOŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙Š˙‹˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙ž˙Œ˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙ž˙“˙“˙†˙ß˙–˙‘˙ß˙Ž˙Š˙š˙Œ˙‹˙–˙˙‘˙Ó˙ß˙ˆ˙ž˙Œ˙ß˙–˙‹˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser091Subtitle RTS%Ő˙ł˙ž˙Œ˙š˙˙Œ˙ß˙œ˙—˙ž˙˙˜˙š˙›˙Ň˙Ň˙‹˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙‘˙˙ˆ˙ LBL#DIALOGEVENT:Taunts_Laser092Subtitle RTS8Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙–˙‘˙ß˙’˙†˙ß˙œ˙“˙ž˙Œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙‹˙˙†˙ß˙ž˙‘˙ß˙š˙ž˙Œ˙–˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ LBL#DIALOGEVENT:Taunts_Laser093Subtitle RTS4Ő˙ś˙ß˙œ˙ž˙“˙œ˙Š˙“˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙“˙˙Œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser094Subtitle RTSŐ˙ł˙ž˙Œ˙š˙˙Œ˙ß˙’˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser095Subtitle RTSVŐ˙Ś˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙œ˙ž˙‘˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙‰˙–˙Œ˙š˙ß˙ž˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ LBL#DIALOGEVENT:Taunts_Laser096Subtitle RTS;Ő˙Ś˙˙Š˙˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙š˙Œ˙ß˙˙š˙œ˙ž˙’˙š˙ß˙˙˙‰˙–˙˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙ś˙ß˙Œ˙œ˙ž˙‘˙‘˙š˙›˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser097Subtitle RTS7Ő˙Ť˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙˜˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ś˙Ř˙‰˙š˙ß˙›˙˙ž˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙“˙–˙‘˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙ž˙‘˙›˙ LBL#DIALOGEVENT:Taunts_Laser098Subtitle RTS5Ő˙ą˙˙ˆ˙ß˙ś˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙˙˙Œ˙Œ˙ß˙–˙‹˙Ń˙ß˙ź˙˙’˙š˙ß˙ž˙‘˙›˙ß˙˜˙š˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke001Subtitle RTS"Ő˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙–˙‹˙Ř˙Œ˙ß˙ž˙ß˙›˙˙†˙ß˙—˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke002Subtitle RTS&Ő˙Ź˙˙˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˜˙“˙˙ˆ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙‘˙ LBL"DIALOGEVENT:Taunts_Nuke003Subtitle RTS*Ő˙ˇ˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke004Subtitle RTS(Ő˙Ś˙˙Š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙˙˙ˆ˙š˙˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke005Subtitle RTSŐ˙˛˙š˙“˙‹˙Ţ˙ß˙ş˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙’˙Š˙Œ˙‹˙ß˙’˙š˙“˙‹˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke006Subtitle RTS:Ő˙ß˙Ť˙—˙š˙ß˙˜˙“˙˙ˆ˙Ţ˙ß˙Ť˙—˙š˙ß˙ˆ˙˙‘˙›˙š˙˙™˙Š˙“˙ß˙˜˙“˙˙ˆ˙Ţ˙ß˙ź˙ž˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke007Subtitle RTS2Ő˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙–˙‘˙‹˙š˙˙ß˙‹˙—˙–˙Œ˙ß˙†˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke008Subtitle RTSŐ˙Ť˙—˙š˙ß˙š˙‘˙›˙ß˙–˙Œ˙ß˙‘˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke009Subtitle RTS>Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ LBL"DIALOGEVENT:Taunts_Nuke010Subtitle RTS4Ő˙ť˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:Taunts_Nuke011Subtitle RTS7Ő˙Ź˙˙˙˙†˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙›˙š˙“˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke012Subtitle RTS%Ő˙ś˙Œ˙ß˙‹˙—˙š˙ß˙—˙š˙ž˙‹˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke013Subtitle RTSŐ˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙ž˙ß˙’˙š˙“˙‹˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke014Subtitle RTS)Ő˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke015Subtitle RTS(Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙›˙–˙›˙ß˙ś˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙œ˙˙›˙š˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke016Subtitle RTS!Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙’˙˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke017Subtitle RTS(Ő˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙—˙ž˙“˙™˙Ň˙“˙–˙™˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke018Subtitle RTSSŐ˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ś˙Ř˙›˙ß˙—˙ž˙‹˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙’˙–˙Œ˙Œ˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‘˙š˙‡˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke019Subtitle RTSIŐ˙ś˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙š˙Œ˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Š˙‘˙Œ˙‹˙˙˙˙ž˙˙“˙š˙ LBL"DIALOGEVENT:Taunts_Nuke020Subtitle RTS3Ő˙Ź˙˙˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙š˙ß˙˜˙“˙˙˙†˙ß˙˙™˙ß˙’˙†˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ž˙˙Œ˙š˙‘˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke021Subtitle RTS1Ő˙ś˙Ř˙›˙ß˙Œ˙‹˙˙œ˙”˙ß˙Š˙˙ß˙˙‘˙ß˙Œ˙Š˙‘˙Ň˙˙“˙˙œ˙”˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke022SubtitleWRTSŐ˙Ne LBL"DIALOGEVENT:Taunts_Nuke023Subtitle RTSJŐ˙ş˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙ß˙Œ˙˙’˙š˙˙‘˙š˙ß˙’˙Š˙Œ˙‹˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙’˙Œ˙ß˙˙ž˙œ˙š˙Ó˙ß˙˙˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙˙˙–˙‘˙‹˙ß˙˙™˙ß˙˙ž˙œ˙–˙‘˙˜˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke024Subtitle RTS"Ő˙Ť˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙“˙š˙ž˙›˙ß˙Š˙‘˙›˙š˙˙ˆ˙š˙ž˙˙ LBL"DIALOGEVENT:Taunts_Nuke025Subtitle RTS4Ő˙­˙š˙’˙š˙’˙˙š˙˙Ĺ˙ß˙ť˙˙‘˙Ř˙‹˙ß˙“˙˙˙”˙ß˙›˙–˙˙š˙œ˙‹˙“˙†˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke026Subtitle RTS:Ő˙ś˙‹˙ß˙ž˙˙˙š˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙‘˙“˙†˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙›˙–˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke027Subtitle RTS1Ő˙ą˙˙ˆ˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙ž˙ß˙˜˙“˙˙ˆ˙ß˙œ˙˙ž˙‹˙š˙˙Ń˙ß˙¨˙˙‘˙›˙š˙˙™˙Š˙“˙ LBL"DIALOGEVENT:Taunts_Nuke028Subtitle RTS4Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙œ˙˙ž˙œ˙”˙ß˙“˙–˙”˙š˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙š˙˜˙˜˙Œ˙—˙š˙“˙“˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke029Subtitle RTS;Ő˙°˙—˙Ó˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙‘˙Ř˙‹˙ß˙–˙‘˙ß˙‹˙—˙ž˙‹˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke030Subtitle RTSIŐ˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ś˙‹˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙™˙š˙ž˙˙ LBL"DIALOGEVENT:Taunts_Nuke031Subtitle RTS?Ő˙˛˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙›˙˙‘˙š˙Ŕ˙Ţ˙ß˙˛˙†˙ß˙˙˙š˙œ˙–˙˙Š˙Œ˙ß˙‹˙ž˙‘˙”˙Œ˙z˙˜˙˙‘˙š˙Ń˙Ń˙Ń˙ LBL"DIALOGEVENT:Taunts_Nuke032Subtitle RTS.Ő˙ł˙š˙ž˙‰˙š˙ß˙’˙š˙ß˙ž˙“˙˙‘˙š˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙—˙ž˙‰˙š˙ß˙ś˙ß˙š˙‰˙š˙˙ß˙›˙˙‘˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke033Subtitle RTS8Ő˙˛˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙ą˙˙Ţ˙Ţ˙Ţ˙ß˙ś˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙“˙˙Œ˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ţ˙ß˙ś˙ß˙ˆ˙˙‘˙Ř˙‹˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke034Subtitle RTSSŐ˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙Ţ˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˜˙–˙‰˙š˙ß˙’˙š˙ß˙ž˙ß˙’˙˙’˙š˙‘˙‹˙ß˙‹˙˙ß˙˙š˙˙Š˙–˙“˙›˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke035Subtitle RTSMŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙™˙™˙š˙˙š˙›˙ß˙˜˙˙š˙ž˙‹˙ß˙“˙˙Œ˙š˙Œ˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙—˙ž˙‘˙›˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙˙‰˙š˙˙ß˙†˙š˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke036Subtitle RTSFŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ß˙Œ˙‹˙˙˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Nuke037Subtitle RTS/Ő˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ś˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙ž˙Œ˙”˙ß˙‹˙ˆ˙–˙œ˙š˙ LBL"DIALOGEVENT:Taunts_Nuke038Subtitle RTSYŐ˙ˇ˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙˙‘˙ß˙Œ˙‹˙ž˙†˙ß˙–˙‘˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ź˙—˙˙Š˙“˙›˙ß˙ś˙ß˙˙˙š˙˙ž˙˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙ß˙™˙˙˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke039Subtitle RTSAŐ˙ł˙š˙ž˙‰˙š˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙’˙†˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke040Subtitle RTS?Ő˙ť˙˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙’˙†˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙’˙ž˙”˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙‹˙ß˙—˙˙’˙š˙ LBL"DIALOGEVENT:Taunts_Nuke041Subtitle RTSDŐ˙ź˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙–˙‘˙Œ˙˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙Š˙”˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙˙˙”˙Ó˙ß˙˙Š˙‹˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙˙Š˙œ˙—˙ LBL"DIALOGEVENT:Taunts_Nuke042Subtitle RTS;Ő˙ś˙Ř˙›˙ß˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙Œ˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙›˙š˙˙˙‹˙Œ˙ß˙‹˙š˙‘˙›˙ß˙‹˙˙ß˙“˙š˙ž˙”˙ LBL"DIALOGEVENT:Taunts_Nuke043Subtitle RTS$Ő˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke044Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ň˙Ň˙ś˙Ř˙“˙“˙ß˙˙‘˙“˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke045Subtitle RTS!Ő˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙–˙“˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke046Subtitle RTSJŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙—˙˙Š˙“˙›˙ß˙ś˙ß˙Œ˙š˙‘˙›˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙š˙‘˙š˙˙˜˙†˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke047Subtitle RTS@Ő˙°˙Š˙‹˙ß˙˙™˙ß˙™˙Š˙‘˙›˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙Ŕ˙ß˙ť˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙ž˙˙ß˙–˙Œ˙ß˙š˙‡˙˙š˙‘˙Œ˙–˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke048Subtitle RTSBŐ˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙š˙‰˙š˙‘˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙’˙š˙“˙‹˙z˙š˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙ LBL"DIALOGEVENT:Taunts_Nuke049Subtitle RTS&Ő˙´˙š˙š˙˙ß˙‹˙—˙˙Œ˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙–˙“˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke050Subtitle RTSBŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙Œ˙Š˙–˙‹˙Œ˙ß˙˙‘˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke051Subtitle RTSQŐ˙ˇ˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙‘˙Š˙”˙š˙Œ˙ß˙›˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙’˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙‘˙š˙ˆ˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke052Subtitle RTSQŐ˙ˇ˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙‘˙Š˙”˙š˙Œ˙ß˙›˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙’˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙‘˙š˙ˆ˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke053Subtitle RTS^Ő˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙˙™˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ŕ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙š˙ž˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙›˙˙‘˙š˙ß˙–˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Nuke054Subtitle RTS+Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙’˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke055Subtitle RTS5Ő˙Ź˙Š˙˙˙š˙‘˙›˙š˙˙Ţ˙ß˙°˙˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙š˙ß˙˙˙’˙˙–˙‘˙˜˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke056Subtitle RTSLŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙’˙˙˙š˙ß˙˙˙’˙˙Œ˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke057Subtitle RTS/Ő˙˛˙–˙˜˙—˙‹˙ß˙’˙ž˙”˙š˙Œ˙ß˙˙–˙˜˙—˙‹˙Ń˙ß˙¨˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙˙š˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke058Subtitle RTS\Ő˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙™˙˙˙ß˙’˙†˙ß˙™˙–˙‘˙ž˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ń˙ß˙ˇ˙˙“˙›˙ß˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙–˙”˙š˙ß˙‹˙—˙–˙Œ˙z˙ˆ˙ž˙–˙‹˙Ó˙ß˙‘˙˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke059Subtitle RTS,Ő˙ą˙˙‘˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ž˙˙Œ˙š˙‘˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke060Subtitle RTS2Ő˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˜˙“˙˙ˆ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙‘˙ LBL"DIALOGEVENT:Taunts_Nuke061Subtitle RTS/Ő˙Ź˙˙˙‘˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙˙š˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙ž˙Œ˙‹˙š˙ LBL"DIALOGEVENT:Taunts_Nuke062Subtitle RTS4Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙’˙˙’˙š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙Š˙Œ˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke063Subtitle RTSRŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙Š˙œ˙”˙†˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙‘˙‹˙ž˙œ˙‹˙Ń˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙–˙™˙ß˙†˙˙Š˙ß˙›˙ž˙˙š˙ LBL"DIALOGEVENT:Taunts_Nuke064Subtitle RTS6Ő˙¨˙š˙“˙œ˙˙’˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙˙‹˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙š˙‡˙œ˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙’˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke065Subtitle RTSDŐ˙ą˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙ß˙ˆ˙—˙†˙ß˙ś˙ß˙ž˙’˙ß˙”˙‘˙˙ˆ˙‘˙ß˙ž˙Œ˙ß˙˛˙ž˙˙ß˙‹˙—˙š˙ß˙ą˙Š˙”˙š˙ LBL"DIALOGEVENT:Taunts_Nuke066Subtitle RTS=Ő˙¨˙š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙˙Š˙˙ß˙˜˙–˙™˙‹˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke067Subtitle RTS1Ő˙˛˙˙˙š˙ß˙˜˙–˙™˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙˜˙š˙‘˙š˙˙˙Œ˙–˙‹˙†˙ß˙–˙Œ˙ß˙“˙–˙’˙–˙‹˙“˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke068Subtitle RTS<Ő˙ą˙˙ˆ˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˙š˙˜˙–˙‘˙Œ˙ß˙–˙‘˙ß˙š˙ž˙˙‘˙š˙Œ˙‹˙Ń˙ß˙Ż˙˙š˙˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke069Subtitle RTS/Ő˙ź˙˙“˙›˙ß˙™˙Š˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke070Subtitle RTS.Ő˙ś˙‹˙ß˙˙ž˙–˙‘˙Œ˙ß˙’˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙˙ß˙˙š˙ž˙œ˙‹˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke071Subtitle RTS>Ő˙Ś˙˙Š˙ß˙œ˙ž˙“˙“˙ß˙‹˙—˙ž˙‹˙ß˙ž˙ß˙Ý˙Œ˙Š˙˙š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Ý˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ś˙‹˙ß˙˙˙š˙ž˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙‹˙˙†˙ LBL"DIALOGEVENT:Taunts_Nuke072Subtitle RTS>Ő˙ą˙˙Ţ˙ß˙˛˙†˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙Ţ˙ß˙˛˙†˙ß˙˙š˙ž˙Š˙‹˙–˙™˙Š˙“˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke073Subtitle RTS0Ő˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙˙”˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙‘˙Š˙”˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Nuke074Subtitle RTS0Ő˙ˇ˙š˙†˙Ó˙ß˙›˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙‹˙—˙ž˙‹˙ß˙‘˙Š˙”˙š˙ß˙Œ˙–˙“˙˙ß˙œ˙˙Œ˙‹˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke075Subtitle RTS8Ő˙°˙”˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙š˙‘˙˙Š˙˜˙—˙Ň˙Ň˙ś˙Ř˙’˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‘˙Š˙”˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke076Subtitle RTS5Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙“˙˙ˆ˙Ň˙Š˙˙ß˙’˙†˙ß˙‘˙Š˙”˙š˙Œ˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke077Subtitle RTS6Ő˙ą˙˙Ţ˙ß˙Ť˙—˙ž˙‹˙ß˙ˆ˙ž˙Œ˙ß˙’˙†˙ß˙“˙ž˙Œ˙‹˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙Œ˙–˙“˙˙Ţ˙ß˙¨˙—˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ń˙ˆ˙—˙†˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke078Subtitle RTSMŐ˙×˙š˙‘˙š˙’˙†˙ß˙“˙˙Œ˙‹˙ß˙ž˙“˙“˙ß˙Œ˙–˙“˙˙Ö˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ž˙“˙“˙ß˙˙™˙ß˙’˙†˙ß˙Œ˙–˙“˙˙Œ˙z˙ˆ˙—˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙—˙†˙Ŕ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke079Subtitle RTSZŐ˙×˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙˙Œ˙ß˙˙“˙ž˙†˙š˙˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙Ö˙ß˙ś˙Ř˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙“˙“˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke080Subtitle RTSpŐ˙×˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙˙Œ˙ß˙˙“˙ž˙†˙š˙˙ß˙ˆ˙ž˙˙ß˙™˙ž˙œ˙‹˙˙˙†˙Ö˙ß˙˛˙†˙ß˙’˙š˙‘˙ß˙—˙ž˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙Ś˙˙Š˙ß˙˙š˙ž˙“˙“˙†˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˜˙Š˙ž˙˙›˙š˙›˙ß˙–˙‹˙ß˙˙š˙‹˙‹˙š˙˙ LBL"DIALOGEVENT:Taunts_Nuke081Subtitle RTSHŐ˙×˙˙“˙ž˙†˙š˙˙ß˙˙ž˙Œ˙š˙Ö˙ß˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙š˙ž˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Nuke082Subtitle RTSVŐ˙×˙œ˙˙’˙˙ž˙‹˙ß˙…˙˙‘˙š˙Ö˙ß˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙˙“˙“˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Nuke083Subtitle RTS]Ő˙×˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙ß˙ž˙˙š˙ž˙Ö˙ß˙ž˙—˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙Ź˙˙˙‘˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke084Subtitle RTSZŐ˙×˙Œ˙š˙œ˙˙‘˙›˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙ß˙ž˙˙š˙ž˙Ö˙ß˙˛˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙Š˙Œ˙Ń˙ß˙ˇ˙˙ˆ˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙™˙Š˙‘˙›˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke085Subtitle RTS8Ő˙×˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ž˙˙š˙ž˙Ö˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Ň˙Ň˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke086Subtitle RTSeŐ˙ś˙‹˙ß˙ž˙˙˙š˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙Š˙Œ˙š˙›˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙˙‹˙—˙š˙˙ß˙ž˙˙˙ž˙‘˙˜˙š˙’˙š˙‘˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke087Subtitle RTSiŐ˙×˙š˙‘˙š˙’˙†˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ö˙ß˙¨˙—˙ž˙‹˙Ŕ˙Ţ˙ß˙ś˙Ř˙’˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ŕ˙ß˙ˇ˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙ś˙ß˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ŕ˙ß˙Ź˙˙’˙š˙˙‘˙š˙ß˙˜˙š˙‹˙ß˙’˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙Ţ˙ß˙ą˙˙ˆ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke088Subtitle RTSEŐ˙×˙ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙Ö˙ß˙Ť˙—˙ž˙‹˙ß˙ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:Taunts_Nuke089Subtitle RTSWŐ˙×˙Œ˙‹˙˙ž˙‹˙ß˙œ˙š˙‘˙‹˙š˙˙Ö˙ß˙ž˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Ŕ˙ß˙¨˙—˙ž˙‹˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙˙˙Œ˙Œ˙–˙˙“˙†˙ß˙›˙š˙‰˙–˙Œ˙š˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙’˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke090Subtitle RTS\Ő˙×˙˙“˙ž˙œ˙”˙ß˙’˙ž˙˙”˙š˙‹˙Ö˙ß˙Ť˙—˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙š˙“˙“˙ß˙†˙˙Š˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke091Subtitle RTS[Ő˙×˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙œ˙š˙‘˙‹˙š˙˙Ö˙ß˙Ś˙˙Š˙˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙‹˙Š˙˙‘˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke092Subtitle RTS&Ő˙°˙—˙Ó˙ß˙“˙˙˙”˙Ň˙Ň˙ś˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙‘˙Š˙”˙š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Nuke093Subtitle RTSŐ˙¨˙˙ˆ˙Ó˙ß˙‹˙ˆ˙˙ß˙‘˙Š˙”˙š˙Œ˙Ţ˙ß˙ś˙ß˙ž˙’˙ß˙˙“˙š˙ž˙Œ˙š˙›˙ LBL"DIALOGEVENT:Taunts_Nuke094Subtitle RTS+Ő˙Ť˙—˙˙š˙š˙ß˙‘˙Š˙”˙š˙Œ˙Ŕ˙Ţ˙Ŕ˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙˙š˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙™˙Š˙‘˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke095Subtitle RTSŐ˙š˙˙Š˙˙ß˙‘˙Š˙”˙š˙Œ˙Ŕ˙ß˙ś˙‘˙œ˙˙š˙›˙–˙˙“˙š˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke096Subtitle RTSFŐ˙š˙–˙‰˙š˙ß˙‘˙Š˙”˙š˙Œ˙Ŕ˙ß˙˛˙ž˙†˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙’˙š˙ß˙‹˙˙ß˙Œ˙š˙‘˙›˙ß˙†˙˙Š˙ß˙ž˙ß˙œ˙“˙š˙ž˙‘˙ß˙˙ž˙–˙˙ß˙˙™˙ß˙Œ˙—˙˙˙‹˙Œ˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke097Subtitle RTSXŐ˙×˙˙“˙ž˙†˙š˙˙ß˙Œ˙š˙“˙“˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙Œ˙š˙“˙“˙ß˙˙™˙™˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ś˙Ř˙“˙“˙ß˙ˆ˙–˙‘˙ß˙˙†˙ß˙›˙š˙™˙ž˙Š˙“˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth001Subtitle RTSŐ˙ł˙˙˙”˙ß˙ž˙‹˙ß˙ˆ˙—˙ž˙‹˙ß˙ś˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ LBL%DIALOGEVENT:Taunts_Stealth002Subtitle RTS=Ő˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙’˙†˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙‹˙˙†˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth003Subtitle RTS"Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙”˙–˙“˙“˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙Œ˙š˙š˙ LBL%DIALOGEVENT:Taunts_Stealth004Subtitle RTS%Ő˙Ś˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙Œ˙ LBL%DIALOGEVENT:Taunts_Stealth005Subtitle RTSŐ˙Ź˙“˙š˙š˙˙–˙‘˙˜˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙•˙˙˙ß˙ž˙˜˙ž˙–˙‘˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth006Subtitle RTS@Ő˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‘˙š˙ˆ˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙Ř˙“˙“˙ß˙˙˙˙‰˙š˙ß˙Š˙Œ˙š˙™˙Š˙“˙ß˙–˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth007Subtitle RTSŐ˙¨˙ž˙‹˙œ˙—˙ß˙‹˙—˙–˙Œ˙Ţ˙ß˙°˙—˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth008Subtitle RTS$Ő˙ť˙–˙›˙ß˙†˙˙Š˙ß˙˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙‹˙—˙š˙˙’˙ž˙“˙ß˙˜˙˙˜˙˜˙“˙š˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth009Subtitle RTS(Ő˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙ž˙œ˙Ž˙Š˙–˙˙š˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth010Subtitle RTS,Ő˙ś˙‹˙ß˙ˆ˙ž˙Œ˙ß˙‘˙š˙‰˙š˙˙ß˙’˙š˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¸˙˙˙›˙ß˙˙†˙š˙Ţ˙ LBL%DIALOGEVENT:Taunts_Stealth011Subtitle RTS>Ő˙ź˙“˙˙Œ˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙š˙†˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙˙ž˙–˙‘˙ß˙˙™˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙ž˙‘˙†˙ß˙š˙ž˙Œ˙–˙š˙˙ LBL%DIALOGEVENT:Taunts_Stealth012Subtitle RTSBŐ˙˛˙†˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙Œ˙Œ˙ž˙Œ˙Œ˙–˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙Œ˙—˙˙˙‹˙ß˙ˆ˙˙˙”˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth013Subtitle RTS3Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙‘˙ž˙”˙š˙Ň˙Ň˙Ž˙Š˙–˙œ˙”˙ß˙ž˙‘˙›˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ LBL%DIALOGEVENT:Taunts_Stealth014Subtitle RTS0Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙–˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth015Subtitle RTS%Ő˙ˇ˙ž˙‘˙›˙Œ˙˙’˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ž˙“˙ˆ˙ž˙†˙Œ˙ß˙ˆ˙–˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙ LBL%DIALOGEVENT:Taunts_Stealth016Subtitle RTS3Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙Œ˙š˙š˙ß˙’˙š˙ß˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ß˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth017Subtitle RTS\Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙–˙‘˙‹˙˙˙›˙Š˙œ˙š˙ß˙’˙š˙ß˙‹˙˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ń˙ß˙ś˙Ř˙’˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙ß˙ž˙›˙’˙–˙˙š˙˙ß˙˙™˙ß˙—˙š˙˙z˙Š˙—˙Ó˙ß˙ˆ˙˙˙”˙ LBL%DIALOGEVENT:Taunts_Stealth018Subtitle RTS-Ő˙¨˙—˙š˙‘˙ß˙–˙‹˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙š˙‹˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙™˙š˙ž˙˙ß˙’˙š˙ß˙‹˙—˙š˙ß˙’˙˙Œ˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth019Subtitle RTSDŐ˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ˆ˙ž˙–˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙ž˙‘˙ß˙ˆ˙š˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙–˙‹˙ß˙‹˙˙›˙ž˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth020Subtitle RTSRŐ˙ť˙˙‘˙Ř˙‹˙ß˙“˙š˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙š˙‘˙Œ˙š˙Œ˙ß˙˜˙˙˙ˆ˙ß˙›˙Š˙“˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙’˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙‘˙†˙ß˙’˙˙’˙š˙‘˙‹˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_Stealth021Subtitle RTSŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth022Subtitle RTS0Ő˙ś˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙ß˙“˙š˙ž˙Œ˙‹˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth023Subtitle RTSPŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙ž˙“˙“˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ń˙Ń˙—˙–˙›˙›˙š˙‘˙ß˙™˙˙˙’˙ß˙‰˙–˙š˙ˆ˙z˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ LBL%DIALOGEVENT:Taunts_Stealth024Subtitle RTS"Ő˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙–˙Œ˙ß˙’˙†˙ß˙ž˙“˙“˙†˙z˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙ LBL%DIALOGEVENT:Taunts_Stealth025Subtitle RTSCŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙Œ˙—˙ž˙“˙“˙ß˙†˙˙Š˙ß˙“˙˙Œ˙š˙ß˙‘˙š˙‡˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth026Subtitle RTS`Ő˙Ś˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙ß˙™˙˙˙’˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙‰˙ž˙“˙Š˙š˙ß˙–˙™˙ß˙‘˙˙‹˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth027Subtitle RTSUŐ˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙ˆ˙ž˙Œ˙ß˙œ˙—˙–˙“˙›˙Ř˙Œ˙Ň˙˙“˙ž˙†˙Ń˙ß˙Ś˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙ß˙™˙ž˙˙ß˙˙š˙—˙–˙‘˙›˙ LBL%DIALOGEVENT:Taunts_Stealth028Subtitle RTSQŐ˙Ś˙˙Š˙˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth029Subtitle RTScŐ˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙—˙˙“˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙˙ß˙œ˙ž˙‘˙ß˙Œ˙ž˙†˙ß˙—˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_Stealth030Subtitle RTSDŐ˙Ś˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙–˙Œ˙ß˙˜˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙ž˙“˙“˙ß˙˙Š˙‹˙ß˙ž˙Œ˙Œ˙Š˙˙š˙›˙ LBL%DIALOGEVENT:Taunts_Stealth031Subtitle RTSNŐ˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙Œ˙—˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙“˙š˙ž˙‰˙š˙ß˙’˙š˙ß˙‘˙˙ß˙œ˙—˙˙–˙œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth032Subtitle RTSQŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙—˙˙˙š˙ß˙˙™˙ß˙˙š˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth033Subtitle RTSRŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙ž˙‘˙›˙ß˙‹˙—˙˙Œ˙š˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙‰˙š˙‘˙˜˙š˙›˙ LBL%DIALOGEVENT:Taunts_Stealth034Subtitle RTSIŐ˙˛˙†˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙˙“˙š˙ž˙Œ˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙—˙–˙Œ˙ß˙›˙š˙˙˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth035Subtitle RTSkŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙•˙Š˙Œ˙‹˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙‹˙Ň˙™˙“˙ž˙‘˙”˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth036Subtitle RTSiŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‰˙š˙‘˙ß˙˙‘˙š˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙“˙š˙™˙‹˙ß˙ś˙ß˙ž˙’˙ß˙ž˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth037Subtitle RTS`Ő˙ą˙–˙œ˙š˙“˙†˙ß˙˙“˙ž˙†˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙›˙–˙˙‹˙†˙ LBL%DIALOGEVENT:Taunts_Stealth038Subtitle RTS_Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙›˙š˙˙‹˙ß˙ž˙‹˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙’˙†˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ LBL%DIALOGEVENT:Taunts_Stealth039Subtitle RTSkŐ˙Ś˙˙Š˙˙ß˙˙˙Š˙‹˙–˙Œ˙—˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙Œ˙‹˙–˙‘˙˜˙ß˙’˙š˙ß˙’˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙˙š˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙’˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ś˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‘˙š˙ LBL%DIALOGEVENT:Taunts_Stealth040Subtitle RTSIŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ś˙Ř˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Ó˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˜˙˙˙ˆ˙ß˙š˙‰˙š˙‘˙ß˙™˙ž˙Œ˙‹˙š˙˙ LBL%DIALOGEVENT:Taunts_Stealth041Subtitle RTSHŐ˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Œ˙ß˙ž˙˙š˙ß˙Œ˙˙ß˙˙˙Š˙‹˙–˙Œ˙—˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙–˙‹˙Ó˙ß˙œ˙ž˙‘˙ß˙ś˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth042Subtitle RTS'Ő˙Ť˙—˙–˙Œ˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙’˙–˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth043Subtitle RTS5Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙“˙†˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth044Subtitle RTSLŐ˙ś˙ß˙Œ˙š˙š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙’˙š˙ž˙‘˙ß˙‹˙˙ß˙–˙‘˙‰˙ž˙›˙š˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth045Subtitle RTSEŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‹˙š˙Œ˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙‹˙–˙š˙‘˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙­˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth046Subtitle RTSLŐ˙ś˙™˙ß˙†˙˙Š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙˙š˙˙’˙ž˙‘˙š˙‘˙‹˙“˙†˙ LBL%DIALOGEVENT:Taunts_Stealth047Subtitle RTSKŐ˙Ź˙˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙š˙‘˙‹˙š˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙‘˙”˙Ń˙ß˙¨˙š˙Ř˙“˙“˙ß˙˙Š˙‹˙ß˙ž˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth048Subtitle RTSBŐ˙ž˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ŕ˙ß˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙˙š˙ž˙“˙–˙…˙š˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙Œ˙˙ß˙›˙š˙‰˙–˙˙Š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth049Subtitle RTS<Ő˙ž˙ß˙™˙˙˙‘˙‹˙ž˙“˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ŕ˙ß˙Ť˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙‰˙š˙ß˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth050Subtitle RTS2Ő˙Ť˙—˙˙Œ˙š˙ß˙ž˙˙š˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙˜˙˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ LBL%DIALOGEVENT:Taunts_Stealth051Subtitle RTS<Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙–˙‘˙Œ˙–˙Œ˙‹˙ß˙˙‘˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth052Subtitle RTS4Ő˙Ť˙—˙ž˙‹˙ß˙˙˙Š˙‹˙š˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ž˙Œ˙ß˙Š˙‘˙˜˙Š˙ž˙˙›˙š˙›˙ß˙ž˙Œ˙ß˙–˙‹˙ß˙Œ˙š˙š˙’˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth053Subtitle RTSCŐ˙Ť˙—˙š˙ß˙˙‘˙“˙†˙ß˙‹˙—˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙›˙ß˙—˙š˙˙š˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth054Subtitle RTS2Ő˙¨˙—˙ž˙‹˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙™˙ž˙Œ˙œ˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth055Subtitle RTSSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙‘˙š˙ž˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙’˙ž˙†˙ß˙˙š˙ß˙œ˙˙˙Œ˙Œ˙Ň˙—˙ž˙–˙˙Œ˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙—˙š˙ž˙›˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_Stealth056Subtitle RTSOŐ˙Ś˙˙Š˙˙ß˙˙Š˙‹˙š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙š˙ž˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙˙š˙‹˙‹˙š˙˙ß˙˙˙˙‹˙š˙œ˙‹˙š˙›˙ LBL%DIALOGEVENT:Taunts_Stealth057Subtitle RTS?Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙˜˙‘˙˙˙š˙ß˙Š˙Œ˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ß˙˙š˙˙–˙“˙ LBL%DIALOGEVENT:Taunts_Stealth058Subtitle RTS>Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙˙”˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙˙ˆ˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙˙š˙˙š˙“˙ß˙Š˙Œ˙ß˙‘˙˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth059Subtitle RTS[Ő˙Ś˙˙Š˙ß˙˙š˙ž˙“˙“˙†˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙›˙š˙™˙š˙‘˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‰˙š˙˙†˙ß˙Œ˙—˙˙˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth060Subtitle RTSEŐ˙ś˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ś˙ß˙›˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth061Subtitle RTS/Ő˙ś˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth062Subtitle RTSCŐ˙ź˙ž˙‘˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙™˙“˙ž˙‘˙”˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙™˙–˙‘˙›˙ß˙˙Š˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth063Subtitle RTS6Ő˙°˙‘˙“˙†˙ß˙ž˙ß˙œ˙ž˙˙š˙“˙š˙Œ˙Œ˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ß˙ˆ˙˙Š˙“˙›˙ß˙ž˙“˙“˙˙ˆ˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙™˙ž˙–˙“˙ LBL%DIALOGEVENT:Taunts_Stealth064Subtitle RTSpŐ˙Ś˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙˙“˙ž˙‘˙ß˙†˙˙Š˙˙ß˙–˙‘˙™˙˙ž˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙˙˙˙˙š˙˙“˙†˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙—˙˙˙š˙ß˙–˙‹˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ LBL%DIALOGEVENT:Taunts_Stealth065Subtitle RTSBŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙™˙–˙˜˙—˙‹˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙›˙˙ß˙‘˙˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth066Subtitle RTSIŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙˙š˙›˙ß˙’˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙™˙ž˙‰˙˙˙ LBL%DIALOGEVENT:Taunts_Stealth067Subtitle RTSKŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth068Subtitle RTS[Ő˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙˙“˙ž˙œ˙š˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙–˙‘˙Œ˙–˙Œ˙‹˙ß˙˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth069Subtitle RTSaŐ˙Ś˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ž˙‹˙ß˙’˙š˙ß˙™˙˙˙’˙ß˙Œ˙˙ž˙œ˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ŕ˙ß˙ś˙ß˙ž˙’˙ß˙›˙–˙Œ˙ž˙˙˙˙–˙‘˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth070Subtitle RTS8Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙ž˙™˙˙ž˙–˙›˙ß˙˙™˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth071Subtitle RTSQŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙˙š˙ß˙†˙˙Š˙Ń˙ß˙¨˙š˙“˙“˙Ó˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙’˙˙˙š˙ß˙Œ˙‘˙–˙˙š˙˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth072Subtitle RTSDŐ˙˛˙˙˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙Ŕ˙ß˙¨˙—˙†˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ž˙™˙˙ž˙–˙›˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙›˙ß˙™˙ž˙œ˙š˙ß˙’˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth073Subtitle RTS^Ő˙ł˙š˙‹˙ß˙’˙š˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ß˙ž˙›˙‰˙–˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙ž˙‹˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙ß˙˙™˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_Stealth074Subtitle RTSdŐ˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙Œ˙˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙™˙š˙‘˙›˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙™˙˙˙’˙ß˙œ˙ž˙˙‹˙Š˙˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth075Subtitle RTS>Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙Ţ˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth076Subtitle RTS7Ő˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙Ţ˙ß˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙˙“˙Š˙™˙™˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth077Subtitle RTSaŐ˙Ś˙š˙Œ˙Ó˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙Ń˙ß˙ş˙‘˙•˙˙†˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙’˙†˙ß˙ž˙‘˙Œ˙ˆ˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Œ˙ˆ˙–˙™˙‹˙ß˙ž˙‘˙›˙ß˙˙˙Š˙‹˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth078Subtitle RTSXŐ˙˝˙†˙ß˙ž˙“˙“˙ß˙’˙š˙ž˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙z˙’˙†˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙˙Œ˙Œ˙–˙˙“˙†˙ß˙—˙–˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙ß˙‹˙—˙š˙˙š˙ LBL%DIALOGEVENT:Taunts_Stealth079Subtitle RTSiŐ˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙’˙ž˙”˙š˙ß˙—˙–˙’˙ß˙‹˙—˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙˙‘˙“˙†˙ß˙“˙š˙ž˙›˙ß˙—˙–˙’˙ß˙‹˙˙ß˙ž˙‘˙ß˙š˙ž˙˙“˙†˙ß˙˜˙˙ž˙‰˙š˙ LBL%DIALOGEVENT:Taunts_Stealth080Subtitle RTS_Ő˙ž˙—˙z˙ß˙‹˙—˙š˙ß˙˙š˙ž˙Š˙‹˙–˙™˙Š˙“˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ž˙™˙‹˙š˙˙ß˙†˙˙Š˙Ř˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Œ˙—˙š˙Ř˙“˙“˙ß˙ž˙˜˙˙š˙š˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_Stealth081Subtitle RTSDŐ˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ŕ˙Ţ˙ß˙ž˙“˙“˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙˙š˙ˆ˙ž˙˙š˙Ĺ˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ LBL%DIALOGEVENT:Taunts_Stealth082Subtitle RTS^Ő˙¨˙–˙Œ˙š˙ß˙œ˙—˙˙–˙œ˙š˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙˙Š˙‹˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙“˙˙‘˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth083Subtitle RTS]Ő˙˛˙†˙ß˙Œ˙˙–˙š˙Œ˙ß˙‹˙š˙“˙“˙ß˙’˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙™˙–˙‘˙ž˙“˙“˙†˙ß˙˙Š˙–˙“˙‹˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth084Subtitle RTSYŐ˙Ť˙˙ž˙–˙‘˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙Œ˙—˙ß˙™˙˙˙’˙ß˙‹˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_Stealth085Subtitle RTSLŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙Œ˙˙“˙›˙Ň˙˙™˙™˙ß˙˙‘˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ź˙Š˙œ˙—˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙“˙š˙ž˙›˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth086Subtitle RTS5Ő˙ˇ˙˙ˆ˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙Ŕ˙Ţ˙ß˙ś˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ţ˙ LBL%DIALOGEVENT:Taunts_Stealth087Subtitle RTSUŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙Š˙˙˙š˙˙Ň˙—˙ž˙‘˙›˙ß˙‘˙˙ˆ˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙›˙š˙Œ˙˙š˙˙ž˙‹˙š˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙š˙‘˙›˙Š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth088Subtitle RTSOŐ˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙–˙Œ˙š˙ß˙Š˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth089Subtitle RTSgŐ˙ş˙‘˙•˙˙†˙ß˙†˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ß˙™˙˙˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙†˙˙Š˙Ř˙“˙“˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ß˙Œ˙˙˙‘˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL%DIALOGEVENT:Taunts_Stealth090Subtitle RTScŐ˙Ź˙˙ß˙–˙‹˙ß˙š˙‘˙›˙Œ˙z˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙Œ˙˙’˙š˙›˙ž˙†˙ß˙ś˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙’˙†˙ß˙˙š˙‰˙š˙‘˙˜˙š˙Ń˙ß˙¨˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙˙ß˙˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth091Subtitle RTSJŐ˙Ś˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙š˙ž˙”˙š˙‘˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙˜˙˙ß˙š˙ž˙Œ˙†˙ß˙˙‘˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth092Subtitle RTSVŐ˙Ś˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙Œ˙ˆ˙š˙š˙˙ß˙–˙‘˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth093Subtitle RTS[Ő˙ś˙Ř˙’˙ß˙š˙‘˙•˙˙†˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙˜˙ž˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙˙š˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_Stealth094Subtitle RTSVŐ˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙˙˙‰˙–˙›˙š˙ß˙’˙˙˙š˙ß˙˙™˙ß˙ž˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙ś˙ß˙˙‰˙š˙˙š˙Œ˙‹˙–˙’˙ž˙‹˙š˙›˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth095Subtitle RTS4Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙‹˙˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ó˙ß˙“˙–˙”˙š˙ß˙ž˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth096Subtitle RTS1Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙‘˙ž˙”˙š˙Ň˙Ň˙Š˙‘˙Œ˙š˙š˙‘˙ß˙ž˙‘˙›˙ß˙›˙š˙ž˙›˙“˙†˙ LBL%DIALOGEVENT:Taunts_Stealth097Subtitle RTS Ő˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙ß˙’˙š˙Ň˙Ň˙‘˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙›˙š˙ž˙›˙ LBL%DIALOGEVENT:Taunts_Stealth098Subtitle RTS Ő˙ś˙ß˙ž˙’˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ LBL%DIALOGEVENT:Taunts_Stealth099Subtitle RTS'Ő˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˜˙˙ß˙ˆ˙š˙“˙“˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth100Subtitle RTS|Ő˙˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙“˙š˙ž˙›˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙–˙˜˙‘˙š˙›˙ß˙’˙†˙ß˙›˙š˙ž˙‹˙—˙ß˙ˆ˙ž˙˙˙ž˙‘˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙z˙ LBL%DIALOGEVENT:Taunts_Stealth101Subtitle RTSEŐ˙ž˙œ˙œ˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙˙–˙‹˙‹˙š˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙ž˙‘˙›˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth102Subtitle RTS(Ő˙ž˙‘˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙—˙˙ß˙Œ˙‹˙˙˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ß˙™˙ž˙“˙“˙Œ˙z˙ LBL%DIALOGEVENT:Taunts_Stealth103Subtitle RTS:Ő˙ž˙‘˙›˙ß˙Œ˙˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙‘˙˙ß˙ˆ˙ž˙˙‘˙–˙‘˙˜˙Ó˙ß˙‘˙˙ß˙’˙š˙˙œ˙†˙z˙ LBL%DIALOGEVENT:Taunts_Stealth104Subtitle RTS]Ő˙Ś˙˙Š˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙™˙“˙š˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙“˙–˙™˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ă˙š˙‰˙–˙“˙ß˙“˙ž˙Š˙˜˙—˙‹˙š˙˙ß˙‹˙˙ž˙–˙“˙–˙‘˙˜˙ß˙˙™˙™˙ß˙‹˙˙ß˙Œ˙–˙“˙š˙‘˙œ˙š˙Á˙ LBL"DIALOGEVENT:Taunts_Tank001Subtitle RTSAŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙˙Š˙‘˙ß˙–˙‘˙ß˙™˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙ˆ˙–˙Œ˙—˙ß˙†˙˙Š˙ß˙—˙ž˙›˙ LBL"DIALOGEVENT:Taunts_Tank002Subtitle RTS$Ő˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank003Subtitle RTS3Ő˙Ť˙—˙š˙ß˙–˙˙˙‘˙ß˙›˙˙ž˙˜˙˙‘˙ß˙’˙ž˙˙œ˙—˙š˙Œ˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙†˙˙Š˙˙ß˙˙Š˙‘˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank004Subtitle RTS"Ő˙ś˙ß˙™˙š˙ž˙˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙š˙‘˙›˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank005Subtitle RTSDŐ˙˛˙’˙’˙z˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙™˙š˙š˙“˙ß˙‹˙—˙š˙ß˙‹˙—˙Š˙‘˙›˙š˙˙˙Š˙Œ˙ß˙Œ˙˙‘˙˜˙ß˙˙™˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙ž˙˙’˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank006Subtitle RTSBŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙™˙“˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙“˙˙˙”˙ LBL"DIALOGEVENT:Taunts_Tank007Subtitle RTS?Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙–˙’˙˙˙š˙Œ˙Œ˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙’˙˙›˙–˙™˙–˙œ˙ž˙‹˙–˙˙‘˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank008Subtitle RTSŐ˙ž˙˙’˙˙˙Ń˙Ń˙Ń˙œ˙˙Š˙Œ˙—˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:Taunts_Tank009Subtitle RTS.Ő˙Ź˙˙˙‘˙Ó˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙“˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙ž˙‘˙”˙Œ˙z˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank010Subtitle RTSŐ˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙Ń˙Ń˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:Taunts_Tank011Subtitle RTS)Ő˙ą˙–˙œ˙š˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙œ˙ž˙˙š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ß˙–˙‹˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank012Subtitle RTSŐ˙Ť˙—˙–˙Œ˙ß˙Œ˙˙š˙“˙“˙Œ˙ß˙†˙˙Š˙˙ß˙›˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank013Subtitle RTS;Ő˙¨˙š˙Ř˙˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ˆ˙š˙˙š˙ß˙–˙‘˙ž˙›˙š˙Ž˙Š˙ž˙‹˙š˙ LBL"DIALOGEVENT:Taunts_Tank014Subtitle RTS>Ő˙Ś˙˙Š˙ß˙›˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ß˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙Œ˙‹˙Ţ˙ LBL"DIALOGEVENT:Taunts_Tank015Subtitle RTSŐ˙Ť˙ž˙‘˙”˙Œ˙z˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙z˙ LBL"DIALOGEVENT:Taunts_Tank016Subtitle RTSHŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙ž˙‹˙‹˙ž˙“˙–˙˙‘˙ß˙–˙Œ˙ß˙˙‘˙ß˙–˙‹˙Œ˙ß˙ˆ˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙’˙ß˙™˙š˙š˙“˙ß˙ˆ˙š˙“˙œ˙˙’˙š˙ LBL"DIALOGEVENT:Taunts_Tank017Subtitle RTS_Ő˙ž˙—˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ś˙ß˙š˙‘˙•˙˙†˙ß˙‹˙—˙š˙ß˙’˙˙Œ˙‹˙z˙‹˙—˙š˙ß˙˙ž˙˙‹˙ß˙•˙Š˙Œ˙‹˙ß˙˙š˙™˙˙˙š˙ß˙ś˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙˙™˙™˙ß˙’˙†˙ß˙š˙‘˙š˙’˙†˙ LBL"DIALOGEVENT:Taunts_Tank018Subtitle RTSBŐ˙Ť˙ž˙‘˙”˙Œ˙Ĺ˙ß˙’˙˙‰˙š˙ß˙™˙ž˙Œ˙‹˙š˙˙z˙˙š˙™˙˙˙š˙ß˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙Œ˙ß˙ž˙‘˙ß˙ž˙œ˙‹˙Š˙ž˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:Taunts_Tank019Subtitle RTShŐ˙ś˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙˙˙“˙“˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank020Subtitle RTS_Ő˙ś˙Ř˙’˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙ß˙’˙˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙z˙‘˙˙Ó˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙–˙‘˙Œ˙‹˙š˙ž˙›˙ LBL"DIALOGEVENT:Taunts_Tank021Subtitle RTSQŐ˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙ˆ˙ž˙Œ˙ß˙˙‘˙œ˙š˙ß˙™˙š˙˙‹˙–˙“˙š˙ß˙™˙ž˙˙’˙ß˙“˙ž˙‘˙›˙Ń˙ß˙Ź˙˙˙‘˙ß˙†˙˙Š˙˙ß˙˙“˙˙˙›˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙–˙‹˙ß˙™˙š˙˙‹˙–˙“˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:Taunts_Tank022Subtitle RTSŐ˙Ś˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙’˙Š˙Œ˙š˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank023Subtitle RTS;Ő˙ş˙‘˙•˙˙†˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙Œ˙˙˙‘˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙–˙‘˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:Taunts_Tank024Subtitle RTSWŐ˙¨˙š˙Ř˙˙š˙ß˙ž˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ś˙Ř˙’˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙–˙™˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙š˙‰˙š˙˙ß˙œ˙˙’˙š˙ LBL"DIALOGEVENT:Taunts_Tank025Subtitle RTSMŐ˙°˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙˙”˙–˙‘˙˜˙ß˙—˙ž˙˙›˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙•˙Š˙Œ˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank026Subtitle RTS^Ő˙ˇ˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙Œ˙Š˙œ˙—˙ß˙“˙˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ LBL"DIALOGEVENT:Taunts_Tank027Subtitle RTS]Ő˙Ť˙ž˙‘˙”˙Œ˙ß˙ž˙’˙ž˙Œ˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙™˙–˙‘˙ž˙“˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ń˙ß˙¨˙–˙“˙“˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙—˙˙“˙›˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank028Subtitle RTS'Ő˙Ź˙˙˙‘˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙“˙ž˙‘˙›˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank029Subtitle RTScŐ˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙†˙˙Š˙˙ß˙“˙ž˙Œ˙‹˙ß˙œ˙—˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙˙˙˙‰˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙–˙‹˙–˙™˙Š˙“˙ß˙ž˙˙’˙†˙ LBL"DIALOGEVENT:Taunts_Tank030Subtitle RTSIŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙†˙˙Š˙˙ß˙“˙Š˙œ˙”˙ß˙ˆ˙–˙“˙“˙ß˙—˙˙“˙›˙ß˙˙Š˙‹˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙z˙œ˙ž˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank031Subtitle RTS-Ő˙Ś˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙ž˙‹˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙›˙–˙›˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank032Subtitle RTS.Ő˙Ś˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙—˙ž˙Œ˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank033Subtitle RTSCŐ˙Ť˙—˙š˙˙š˙ß˙˜˙˙š˙Œ˙ß˙†˙˙Š˙˙ß˙™˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙˙ˆ˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙’˙ž˙‹˙œ˙—˙ß˙’˙†˙ß˙ž˙˙’˙˙˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank034Subtitle RTSGŐ˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙˙‘˙“˙†˙ß˙œ˙—˙ž˙‘˙œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank035Subtitle RTS-Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙™˙ž˙“˙“˙ß˙“˙–˙”˙š˙ß˙‹˙˙†˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙’˙†˙ß˙ž˙˙’˙˙˙ LBL"DIALOGEVENT:Taunts_Tank036Subtitle RTScŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙ž˙“˙“˙ß˙—˙˙˙š˙ß˙‹˙˙ß˙ˆ˙–˙‘˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ž˙ˆ˙ž˙–˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ LBL"DIALOGEVENT:Taunts_Tank037Subtitle RTSDŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙–˙Œ˙‘˙Ř˙‹˙ß˙–˙‹˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank038Subtitle RTSDŐ˙Ť˙—˙ž˙‹˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ˆ˙ž˙Œ˙ß˙’˙–˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Tank039Subtitle RTSEŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ň˙Ň˙Œ˙˙ß˙˙š˙ß˙–˙‹˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank040Subtitle RTSYŐ˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙Ź˙˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˜˙ž˙–˙‘˙ß˙™˙“˙˙ˆ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙“˙–˙”˙š˙ß˙ˆ˙ž˙‹˙š˙˙ LBL"DIALOGEVENT:Taunts_Tank041Subtitle RTS1Ő˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank042Subtitle RTSAŐ˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙˙‘˙“˙†˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙’˙š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank043Subtitle RTSSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙‘˙ß˙Š˙‘˙ž˙œ˙œ˙š˙˙‹˙ž˙˙“˙š˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙‹˙˙˙ LBL"DIALOGEVENT:Taunts_Tank044Subtitle RTSSŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙z˙ś˙ß˙ž˙’˙ß˙–˙’˙˙˙š˙Œ˙Œ˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ń˙Ń˙™˙š˙ˆ˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙“˙˙‘˙˜˙ LBL"DIALOGEVENT:Taunts_Tank045Subtitle RTSYŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙ß˙ž˙‹˙ß˙’˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ŕ˙Ţ˙ß˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank046Subtitle RTS5Ő˙ş˙‘˙˙Š˙˜˙—˙Ţ˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˙™˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank047Subtitle RTS(Ő˙Ź˙‹˙˙˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙†˙˙Š˙ß˙œ˙˙ˆ˙ž˙˙›˙Ţ˙ LBL"DIALOGEVENT:Taunts_Tank048Subtitle RTSGŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙™˙˙˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙­˙š˙“˙š˙ž˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙’˙š˙ß˙˙˙ß˙˙ž˙†˙ LBL"DIALOGEVENT:Taunts_Tank049Subtitle RTS:Ő˙Ť˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙ž˙˙’˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank050Subtitle RTSJŐ˙ž˙—˙Ó˙ß˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙ž˙‘˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙‹˙ž˙”˙š˙ß˙–˙‹˙ß˙™˙˙˙’˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Tank051Subtitle RTS7Ő˙¨˙š˙ß˙ž˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙˙š˙˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ LBL"DIALOGEVENT:Taunts_Tank052Subtitle RTSHŐ˙ž˙—˙Ó˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙˙‰˙š˙˙ß˙Œ˙˙˙‘˙ LBL"DIALOGEVENT:Taunts_Tank053Subtitle RTSMŐ˙¨˙š˙Ř˙‰˙š˙ß˙˙˙š˙ž˙œ˙—˙š˙›˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙˙ß˙™˙ž˙œ˙‹˙˙˙–˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙–˙‘˙ß˙‹˙˙ß˙™˙ž˙“˙“˙ LBL"DIALOGEVENT:Taunts_Tank054Subtitle RTS2Ő˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙–˙‘˙‰˙–˙‹˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank055Subtitle RTS9Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙˙ß˙™˙“˙ž˙‘˙”˙ß˙–˙Œ˙ß˙š˙‡˙˙˙Œ˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙š˙‡˙˙š˙œ˙‹˙š˙›˙ß˙ž˙Œ˙ß˙’˙Š˙œ˙—˙ LBL"DIALOGEVENT:Taunts_Tank056Subtitle RTSLŐ˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‘˙˙ß˙˜˙Š˙ž˙˙›˙Œ˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙œ˙”˙›˙˙˙˙Ň˙Ň˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank057Subtitle RTSCŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙˙š˙’˙˙‰˙š˙›˙ LBL"DIALOGEVENT:Taunts_Tank058Subtitle RTSKŐ˙ž˙—˙Ó˙ß˙ś˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ń˙ß˙ą˙˙ˆ˙Ó˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ś˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙–˙‹˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank059Subtitle RTS-Ő˙Ś˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ň˙Ň˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙›˙ LBL"DIALOGEVENT:Taunts_Tank060Subtitle RTSPŐ˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙˙š˙Œ˙‹˙˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙‹˙Š˙˙‘˙ß˙–˙‹˙ß˙˙™˙™˙ß˙˙š˙˙’˙ž˙‘˙š˙‘˙‹˙“˙†˙ LBL"DIALOGEVENT:Taunts_Tank061Subtitle RTS3Ő˙Ś˙˙Š˙˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˙–˙“˙š˙ß˙“˙˙˙”˙Œ˙ß˙“˙˙ˆ˙z˙‘˙˙ˆ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙˙˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank062Subtitle RTS Ő˙Ź˙Š˙˙˙“˙–˙š˙Œ˙Ţ˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Tank063Subtitle RTS7Ő˙ž˙‘˙›˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙ß˙‹˙˙ß˙›˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank064Subtitle RTS,Ő˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙ž˙˙ß˙—˙ž˙Œ˙ß˙˜˙˙‘˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙z˙š˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ LBL"DIALOGEVENT:Taunts_Tank065Subtitle RTS3Ő˙Ť˙—˙ž˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙“˙–˙‰˙š˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Tank066Subtitle RTS.Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ž˙“˙“˙ß˙Œ˙˙ß˙Š˙Œ˙š˙“˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank067Subtitle RTSSŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ń˙ß˙ś˙ß˙Ž˙Š˙š˙Œ˙‹˙–˙˙‘˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank068Subtitle RTSLŐ˙ś˙ß˙Œ˙š˙š˙ß˙’˙ž˙‘˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙“˙–˙”˙š˙ß˙˜˙‘˙ž˙‹˙Œ˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙ˆ˙ž˙‹˙‹˙š˙›˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙”˙†˙ LBL"DIALOGEVENT:Taunts_Tank069Subtitle RTSSŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙’˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙“˙ß˙˙š˙ß˙œ˙˙Š˙Œ˙—˙š˙›˙ß˙˙š˙‘˙š˙ž˙‹˙—˙ß˙’˙†˙ß˙‹˙˙š˙ž˙›˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank070Subtitle RTSPŐ˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙‹˙˙˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙š˙‘˙•˙˙†˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙˙˙ž˙œ˙‹˙–˙œ˙š˙ LBL"DIALOGEVENT:Taunts_Tank071Subtitle RTSFŐ˙Ś˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙˙’˙ß˙Š˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙’˙š˙ß˙ž˙‘˙˜˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank072Subtitle RTS7Ő˙°˙‘˙“˙†˙ß˙ž˙ß˙™˙ž˙–˙“˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙Œ˙˙˙‹˙ß˙‹˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank073Subtitle RTS/Ő˙Ť˙—˙–˙Œ˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙Š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank074Subtitle RTS<Ő˙Ś˙š˙Œ˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ň˙Ň˙†˙˙Š˙ß˙˙‘˙“˙†˙ß˙›˙š˙“˙ž˙†˙ß˙‹˙—˙š˙ß˙–˙‘˙š˙‰˙–˙‹˙ž˙˙“˙š˙ LBL"DIALOGEVENT:Taunts_Tank075Subtitle RTS:Ő˙ą˙˙ß˙˙‘˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙ß˙œ˙ž˙‘˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙Ó˙ß˙‘˙˙‹˙ß˙š˙‰˙š˙‘˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ LBL"DIALOGEVENT:Taunts_Tank076Subtitle RTS]Ő˙ž˙—˙Ó˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙˜˙˙ž˙œ˙š˙ß˙Š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Tank077Subtitle RTS4Ő˙ž˙“˙“˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙˙š˙ˆ˙ž˙˙š˙Ĺ˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ LBL"DIALOGEVENT:Taunts_Tank078Subtitle RTSUŐ˙ž˙‘˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙ž˙ß˙ˆ˙–˙Œ˙š˙ß˙œ˙—˙˙–˙œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank079Subtitle RTS^Ő˙˝˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙–˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙–˙“˙“˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙Œ˙‹˙˙˙˙–˙‘˙˜˙ß˙’˙–˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Tank080Subtitle RTS]Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙‹˙˙†˙ß˙‹˙˙ß˙”˙š˙š˙˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙Š˙‹˙ß˙™˙˙˙’˙ß˙Š˙‘˙›˙š˙˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank081Subtitle RTS]Ő˙Ś˙š˙Œ˙Ó˙ß˙Œ˙š˙“˙“˙ß˙ž˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙™˙“˙š˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙“˙˙Œ˙‹˙ß˙‹˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Tank082Subtitle RTS-Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙’˙–˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Tank083Subtitle RTS0Ő˙ž˙“˙“˙ß˙—˙˙˙š˙ß˙–˙Œ˙ß˙˜˙˙‘˙š˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙Š˙˙˙š˙‘˙›˙š˙˙ß˙˙˙ß˙›˙–˙š˙ LBL"DIALOGEVENT:Taunts_Tank084Subtitle RTSCŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙Š˙‹˙‘˙Š˙’˙˙š˙˙ß˙†˙˙Š˙˙Œ˙z˙–˙‹˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙ž˙ß˙’˙ž˙‹˙‹˙š˙˙ß˙‹˙˙ß˙‹˙–˙’˙š˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:Taunts_Tank085Subtitle RTSNŐ˙Ś˙˙Š˙˙ß˙–˙‘˙™˙š˙˙–˙˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙—˙ž˙Œ˙ß˙“˙š˙ž˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ˆ˙–˙‘˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:Taunts_Tank086Subtitle RTS*Ő˙˛˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙ˆ˙ž˙Œ˙ß˙ž˙Œ˙Œ˙Š˙˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ LBL"DIALOGEVENT:Taunts_Tank087Subtitle RTSUŐ˙Ś˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙†˙˙Š˙ß˙ž˙ß˙’˙˙’˙š˙‘˙‹˙ž˙˙†˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙Ó˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Tank088Subtitle RTSGŐ˙ą˙˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ˆ˙–˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Tank089Subtitle RTSRŐ˙Ś˙˙Š˙˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙˜˙˙‹˙‹˙š˙‘˙ß˙†˙˙Š˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙™˙˙˙“˙–˙Œ˙—˙‘˙š˙Œ˙Œ˙ß˙š˙‘˙›˙Œ˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:Taunts_Tank090Subtitle RTSCŐ˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙‰˙š˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙ˆ˙–˙‘˙ß˙“˙˙‘˙˜˙ß˙š˙‘˙˙Š˙˜˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ LBL"DIALOGEVENT:Taunts_Tank091Subtitle RTS;Ő˙ž˙˙˙˙˙˙˜˙—˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙Ţ˙ß˙ˇ˙˙ˆ˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ŕ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Tank092Subtitle RTS Ő˙Ť˙–˙’˙š˙ß˙‹˙˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Tank093Subtitle RTS+Ő˙Ś˙˙Š˙˙ß˙‹˙ž˙‘˙”˙ß˙˙Š˙Œ˙—˙ß˙–˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙œ˙˙’˙˙ž˙˙š˙›˙ß˙‹˙˙ß˙’˙–˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Tank094Subtitle RTS1Ő˙ť˙˙‘˙Ř˙‹˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙“˙˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Tank095Subtitle RTS)Ő˙˛˙†˙ß˙ž˙˙’˙˙˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙™˙˙˙œ˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank096Subtitle RTSWŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ť˙–˙˜˙˙š˙Œ˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙–˙‘˙Œ˙š˙œ˙‹˙ LBL"DIALOGEVENT:Taunts_Tank097Subtitle RTS3Ő˙Ť˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙ž˙‘˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙Ó˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙š˙“˙“˙ß˙”˙‘˙˙ˆ˙ LBL"DIALOGEVENT:Taunts_Tank098Subtitle RTSYŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˜˙˙ß˙Œ˙˙ß˙ˆ˙š˙“˙“˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ LBL"DIALOGEVENT:Taunts_Tank099Subtitle RTS3Ő˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Š˙˙ LBL"DIALOGEVENT:Taunts_Tank100Subtitle RTSZŐ˙ž˙‘˙›˙ß˙‹˙—˙š˙Œ˙š˙ß˙ž˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙’˙†˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙•˙Š˙Œ˙‹˙ß˙ˆ˙ž˙–˙‹˙ß˙Š˙‘˙‹˙–˙“˙ß˙‹˙—˙š˙ß˙°˙‰˙š˙˙“˙˙˙›˙ß˙•˙˙–˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL"DIALOGEVENT:Taunts_Tank101Subtitle RTSmŐ˙ś˙Ř˙›˙ß˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Œ˙˙’˙š˙‹˙–˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙‰˙š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙—˙–˙“˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙Œ˙†˙ß˙ˆ˙–˙‹˙—˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL#DIALOGEVENT:Taunts_Toxin001Subtitle RTS Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin002Subtitle RTS>Ő˙°˙‘˙š˙ß˙‹˙ž˙Œ˙‹˙š˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙˜˙˙ß˙˙ž˙œ˙”˙ß˙Ň˙Ň˙ß˙š˙‰˙š˙‘˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙š˙›˙ß˙‹˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin003Subtitle RTS!Ő˙ˇ˙ž˙‰˙š˙ß˙ž˙ß˙‹˙ž˙Œ˙‹˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙ˆ˙‘˙ß˙’˙š˙›˙–˙œ˙–˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin004Subtitle RTS#Ő˙ˇ˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙—˙˙“˙›˙ß˙†˙˙Š˙˙ß˙˙˙š˙ž˙‹˙—˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin005Subtitle RTS$Ő˙­˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙œ˙—˙š˙’˙–˙Œ˙‹˙˙†˙ß˙“˙š˙Œ˙Œ˙˙‘˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin006Subtitle RTSMŐ˙ś˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙Œ˙˙ß˙˙ž˙›˙Ń˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙‘˙“˙†˙ß˙™˙š˙š˙“˙ß˙ž˙ß˙“˙˙‘˙˜˙ß˙ž˙‘˙›˙ß˙˙ž˙–˙‘˙™˙Š˙“˙ß˙˙Š˙˙‘˙–˙‘˙˜˙ß˙ž˙™˙‹˙š˙˙ß˙‹˙—˙–˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin007Subtitle RTSŐ˙Ť˙˙‡˙–˙‘˙ß˙‹˙˙˙˙˙š˙˙Œ˙Ó˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin008Subtitle RTS-Ő˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Œ˙˙–˙“˙“˙ LBL#DIALOGEVENT:Taunts_Toxin009Subtitle RTSHŐ˙ś˙‹˙Ř˙Œ˙ß˙Œ˙˙ß˙—˙ž˙˙›˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙›˙˙œ˙‹˙˙˙ß˙‹˙—˙ž˙‹˙ß˙’˙ž˙”˙š˙Œ˙ß˙—˙˙Š˙Œ˙š˙œ˙ž˙“˙“˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙›˙˙š˙Œ˙ LBL#DIALOGEVENT:Taunts_Toxin010Subtitle RTSŐ˙Ź˙˙–˙“˙“˙ß˙˙‘˙ß˙–˙Œ˙“˙š˙ß˙˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin011Subtitle RTS2Ő˙ł˙–˙”˙š˙ß˙ž˙œ˙–˙›˙ß˙˙ž˙–˙‘˙Ó˙ß˙ˆ˙š˙ß˙›˙š˙œ˙š˙‘˙›˙ß˙Š˙˙˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin012Subtitle RTS>Ő˙¸˙˙ß˙™˙˙˙‹˙—˙Ó˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙Ţ˙ß˙˝˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙Œ˙Œ˙š˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin013Subtitle RTS>Ő˙°˙—˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙–˙”˙š˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙Ó˙ß˙ˆ˙ž˙–˙‹˙z˙‘˙˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ LBL#DIALOGEVENT:Taunts_Toxin014Subtitle RTSRŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙‘˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ LBL#DIALOGEVENT:Taunts_Toxin015Subtitle RTSŐ˙Ź˙–˙“˙š˙‘˙‹˙z˙ß˙˙Š˙‹˙ß˙›˙š˙ž˙›˙“˙†˙z˙ LBL#DIALOGEVENT:Taunts_Toxin016Subtitle RTSFŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙˙–˙˜˙—˙‹˙ß˙Ň˙Ň˙ß˙Œ˙–˙‹˙ß˙˙ž˙œ˙”˙ß˙ž˙‘˙›˙ß˙˙š˙“˙ž˙‡˙Ţ˙ß˙¸˙–˙‰˙š˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙’˙˙˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin017Subtitle RTS Ő˙Ť˙—˙š˙ß˙Œ˙Š˙Œ˙˙š˙‘˙Œ˙š˙z˙ß˙–˙‹˙Ř˙Œ˙ß˙”˙–˙“˙“˙–˙‘˙˜˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin018Subtitle RTSŐ˙Ť˙–˙’˙š˙ß˙‹˙˙ß˙˙˙š˙ˆ˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙ž˙‹˙œ˙—˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin019Subtitle RTS3Ő˙ş˙‰˙š˙˙†˙ß˙’˙˙’˙š˙‘˙‹˙ß˙†˙˙Š˙ß˙›˙š˙“˙ž˙†˙Ó˙ß˙†˙˙Š˙ß˙›˙–˙š˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙˙–˙‹˙ß˙’˙˙˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin020Subtitle RTSCŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙‹˙š˙“˙“˙ß˙‹˙—˙š˙†˙Ř˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙˙–˙˜˙—˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙™˙“˙š˙Œ˙—˙ß˙™˙ž˙“˙“˙Œ˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙˙˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin021Subtitle RTSŐ˙ž˙‘˙‹˙—˙˙ž˙‡˙z˙ß˙–˙‹˙ß˙›˙˙š˙Œ˙ß˙ž˙ß˙˙˙›˙†˙ß˙˙ž˙›˙ LBL#DIALOGEVENT:Taunts_Toxin022Subtitle RTSŐ˙Ź˙’˙š˙“˙“˙ß˙‹˙—˙ž˙‹˙Ŕ˙ß˙ą˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin023Subtitle RTS-Ő˙ž˙‘˙›˙ß˙˙˙š˙ž˙‹˙—˙š˙ß˙–˙‘˙z˙ß˙˙Š˙‹˙z˙ß˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙z˙ß˙™˙š˙š˙“˙ß˙˙š˙‹˙‹˙š˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin024Subtitle RTSŐ˙¸˙˙˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙›˙˙˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin025Subtitle RTS2Ő˙ś˙Ř˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙Ý˙˙˙š˙ž˙‹˙—˙š˙˙Ý˙ß˙˙š˙™˙˙˙š˙ß˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL#DIALOGEVENT:Taunts_Toxin026Subtitle RTSCŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙œ˙“˙˙˜˙˜˙š˙›˙ß˙‹˙˙‡˙–˙‘˙ß˙‘˙˙…˙…˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˜˙–˙‰˙š˙ß˙’˙š˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙‹˙˙ß˙™˙–˙‡˙ß˙–˙‹˙ LBL#DIALOGEVENT:Taunts_Toxin027Subtitle RTS@Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙œ˙˙’˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙Œ˙‹˙ž˙†˙z˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙›˙š˙ž˙›˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin028Subtitle RTS5Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙–˙‘˙‹˙˙Š˙›˙–˙‘˙˜˙ß˙˙‘˙ß˙’˙†˙ß˙š˙‡˙˙š˙˙–˙’˙š˙‘˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin029Subtitle RTSZŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙š˙Ó˙ß˙˙˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙ž˙™˙˙ž˙–˙›˙ß˙˙™˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙’˙–˙˜˙—˙‹˙ß˙™˙–˙‘˙›˙ß˙ž˙‹˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin030Subtitle RTS1Ő˙ą˙˙‹˙—˙–˙‘˙˜˙ß˙œ˙ž˙‘˙ß˙“˙–˙‰˙š˙ß˙˙š˙‘˙š˙ž˙‹˙—˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙œ˙“˙˙Š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin031Subtitle RTS#Ő˙Ś˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙˙š˙ž˙“˙“˙†˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙ LBL#DIALOGEVENT:Taunts_Toxin032Subtitle RTS)Ő˙Ś˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙˙˙š˙ž˙˙ß˙–˙‘˙‹˙˙‡˙–˙œ˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin033Subtitle RTS;Ő˙°˙—˙—˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙—˙˙“˙›˙ß˙‹˙—˙š˙–˙˙ß˙‹˙˙‡˙–˙‘˙ LBL#DIALOGEVENT:Taunts_Toxin034Subtitle RTSYŐ˙Ś˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙ˆ˙ž˙“˙”˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙’˙†˙ß˙œ˙“˙˙Š˙›˙Œ˙ß˙˙™˙ß˙›˙š˙ž˙‹˙—˙ LBL#DIALOGEVENT:Taunts_Toxin035Subtitle RTS-Ő˙ą˙˙‹˙–˙œ˙š˙ß˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙‹˙š˙ž˙˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙ž˙˙ž˙˙‹˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin036Subtitle RTS)Ő˙ž˙˙˜˙—˙Ţ˙ß˙ś˙ß˙—˙ž˙›˙ß˙’˙†˙ß˙ˆ˙–˙‘˙š˙ß˙œ˙˙“˙“˙š˙œ˙‹˙–˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin037Subtitle RTS4Ő˙˛˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙œ˙š˙˙‹˙ž˙–˙‘˙“˙†˙ß˙—˙ž˙‰˙š˙ß˙œ˙—˙š˙’˙–˙Œ˙‹˙˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin038Subtitle RTSŐ˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin039Subtitle RTS/Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙†˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙œ˙˙’˙š˙ß˙™˙˙˙’˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin040Subtitle RTS!Ő˙˛˙†˙ß˙‹˙˙‡˙–˙‘˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙“˙“˙ß˙ž˙˜˙ž˙–˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin041Subtitle RTS$Ő˙Ź˙š˙š˙Ó˙ß˙˙š˙˙˙“˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙˙š˙“˙˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ LBL#DIALOGEVENT:Taunts_Toxin042Subtitle RTSŐ˙Ś˙˙Š˙ß˙–˙‘˙œ˙˙‘˙‰˙š˙‘˙–˙š˙‘˙œ˙š˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin043Subtitle RTSPŐ˙Ź˙‹˙˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙–˙‘˙˜˙Œ˙z˙Š˙‘˙˙“˙š˙ž˙Œ˙ž˙‘˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL#DIALOGEVENT:Taunts_Toxin044Subtitle RTSsŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙ž˙—˙ß˙ˆ˙š˙“˙“˙Ó˙ß˙ś˙ß˙ž˙“˙ˆ˙ž˙†˙Œ˙ß˙—˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙˙Œ˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙z˙‘˙˙ˆ˙ß˙–˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙†˙˙Š˙ß˙ž˙‘˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin045Subtitle RTSPŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙”˙š˙š˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙—˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙ś˙ß˙˙˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙†˙˙Š˙˙ß˙’˙š˙›˙–˙œ˙–˙‘˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin046Subtitle RTS_Ő˙˛˙†˙ß˙˙˙ž˙‰˙š˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙Ţ˙ß˙ˇ˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙›˙˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙’˙Ŕ˙ß˙¨˙—˙ž˙‹˙ß˙›˙–˙›˙ß˙‹˙—˙š˙†˙ß˙š˙‰˙š˙˙ß˙›˙˙ß˙‹˙˙Ň˙Ň˙ß˙˙—˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙‘˙š˙‰˙š˙˙ß˙’˙–˙‘˙›˙ LBL#DIALOGEVENT:Taunts_Toxin047Subtitle RTSXŐ˙¸˙–˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙˙ž˙œ˙”˙Ţ˙ß˙ť˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙˙š˙‹˙˙˙“˙š˙Š˙’˙ß˙–˙Œ˙ß˙ž˙ß˙”˙š˙†˙ß˙–˙‘˙˜˙˙š˙›˙–˙š˙‘˙‹˙ß˙–˙‘˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ŕ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin048Subtitle RTS2Ő˙Ť˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin049Subtitle RTSXŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙‹˙˙ß˙˙Š˙˙–˙™˙†˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙˙˙Œ˙Œ˙–˙˙“˙†˙ß˙‘˙š˙š˙›˙ß˙–˙‹˙ß˙™˙˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin050Subtitle RTS&Ő˙ť˙–˙›˙ß˙ś˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙˙š˙˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙–˙‘˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin051Subtitle RTS2Ő˙¨˙—˙ž˙‹˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙›˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙—˙š˙˙š˙Ŕ˙ß˙Ť˙—˙š˙ß˙˙š˙œ˙–˙˙š˙Œ˙ß˙ž˙˙š˙ß˙’˙–˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin052Subtitle RTS.Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙ž˙ß˙™˙˙˙“˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙–˙‘˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin053Subtitle RTSCŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙’˙†˙ß˙˙˙š˙œ˙–˙˙Š˙Œ˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙–˙š˙ LBL#DIALOGEVENT:Taunts_Toxin054Subtitle RTSGŐ˙Ź˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙œ˙Š˙›˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙Ţ˙ß˙ś˙Ř˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙‘˙ß˙ś˙Ř˙’˙ß˙˙š˙ž˙›˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin055Subtitle RTS?Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙z˙ß˙˙š˙ž˙›˙†˙ß˙†˙š˙‹˙ LBL#DIALOGEVENT:Taunts_Toxin056Subtitle RTS>Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ź˙˙˙‘˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ LBL#DIALOGEVENT:Taunts_Toxin057Subtitle RTSMŐ˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙˙š˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙’˙Š˙œ˙—˙ß˙“˙š˙™˙‹˙ß˙˙™˙ß˙–˙‹˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙–˙Œ˙ß˙’˙–˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin058Subtitle RTSVŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙˙˙–˙›˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙‹˙—˙š˙ß˙ˆ˙ž˙‹˙š˙˙ß˙˙š˙“˙˙ˆ˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙Œ˙ž˙™˙š˙ß˙™˙˙˙ß˙Œ˙ˆ˙–˙’˙’˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Toxin059Subtitle RTSQŐ˙¨˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙˙˙–˙›˙˜˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙Œ˙ž˙™˙š˙z˙˙Š˙‹˙ß˙‹˙—˙š˙‘˙Ó˙ß˙ˆ˙—˙ž˙‹˙ß˙–˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙—˙š˙˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin060Subtitle RTS;Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙œ˙“˙š˙‰˙š˙˙Ó˙ß˙Œ˙‘˙š˙ž˙”˙–˙‘˙˜˙ß˙–˙‘˙ß˙’˙†˙ß˙˙ž˙œ˙”˙›˙˙˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin061Subtitle RTSEŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙–˙‹˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙ą˙˙ˆ˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˜˙š˙‹˙Œ˙ß˙–˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Toxin062Subtitle RTSHŐ˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‘˙˙ˆ˙ LBL#DIALOGEVENT:Taunts_Toxin063Subtitle RTS@Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙†˙ LBL#DIALOGEVENT:Taunts_Toxin064Subtitle RTSqŐ˙Ś˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙ß˙˙–˙“˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙Œ˙’˙ž˙“˙“˙Ó˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙“˙š˙™˙‹˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙’˙†˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙š˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙z˙ LBL#DIALOGEVENT:Taunts_Toxin065Subtitle RTS0Ő˙˝˙Š˙›˙˜˙š˙‹˙Ŕ˙Ţ˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙—˙š˙ž˙˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙Š˙›˙˜˙š˙‹˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin066Subtitle RTSzŐ˙Ś˙˙Š˙ß˙›˙ž˙˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙–˙‘˙ß˙’˙†˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙Ţ˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙Ó˙ß˙˙™˙ß˙œ˙˙Š˙˙Œ˙š˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙ž˙“˙“˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙–˙‹˙Œ˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin067Subtitle RTSjŐ˙ž˙ß˙ą˙Š˙”˙š˙ß˙Ź˙–˙“˙˙Ŕ˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙š˙œ˙‹˙š˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙˙‡˙–˙œ˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙z˙˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙œ˙˙Š˙“˙›˙ß˙ˆ˙˙˙”˙ß˙‹˙˙˜˙š˙‹˙—˙š˙˙ß˙Œ˙˙’˙š˙‹˙–˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin068Subtitle RTScŐ˙Ź˙˙Ó˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙š˙—˙Ŕ˙ß˙Ś˙˙Š˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin069Subtitle RTS*Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙ł˙ł˙ß˙Ş˙Ź˙ş˙ł˙ş˙Ź˙Ź˙Ţ˙Ţ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin070Subtitle RTS0Ő˙˛˙š˙‹˙ž˙“˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙ž˙˙˙–˙š˙˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin071Subtitle RTS1Ő˙ž˙—˙ß˙Ň˙Ň˙ß˙œ˙˙ˆ˙ž˙˙›˙Ţ˙ß˙Ś˙˙Š˙˙ß˙˙–˙“˙˙‹˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙˙š˙ž˙‹˙—˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin072Subtitle RTSAŐ˙ť˙˙ß˙†˙˙Š˙ß˙š˙‘˙•˙˙†˙ß˙Œ˙š˙š˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˜˙“˙˙ˆ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙›˙ž˙˙”˙Ŕ˙ß˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙Ó˙ß˙‹˙—˙š˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin073Subtitle RTSGŐ˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ž˙ß˙˙š˙˙™˙š˙œ˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙™˙˙˙ß˙’˙†˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙z˙ LBL#DIALOGEVENT:Taunts_Toxin074Subtitle RTSAŐ˙Ś˙š˙Œ˙Ó˙ß˙™˙–˙˙š˙ß˙†˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙z˙‰˙–˙Œ˙–˙‹˙ß˙†˙˙Š˙˙ß˙Š˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙Š˙˙˙‘˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL#DIALOGEVENT:Taunts_Toxin075Subtitle RTSGŐ˙Ś˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙’˙Š˙‹˙ž˙‹˙š˙ß˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙’˙ž˙”˙š˙ß˙Š˙Œ˙ß˙Œ˙‹˙˙˙‘˙˜˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin076Subtitle RTSDŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙—˙˙˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin077Subtitle RTSGŐ˙Ś˙š˙Œ˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ň˙Ň˙ś˙Ř˙’˙ß˙Œ˙Š˙˙š˙ß˙’˙†˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙“˙˙‰˙š˙ß˙‹˙—˙ž˙‹˙ LBL#DIALOGEVENT:Taunts_Toxin078Subtitle RTSGŐ˙ś˙™˙ß˙†˙˙Š˙ß˙˙˙–˙‘˙˜˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙ś˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBL#DIALOGEVENT:Taunts_Toxin079Subtitle RTSŐ˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ŕ˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙Ó˙ß˙˙™˙ß˙œ˙˙Š˙˙Œ˙š˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙“˙ž˙œ˙”˙ß˙“˙˙‹˙Š˙Œ˙ß˙–˙Œ˙ß˙ž˙ß˙˙˙–˙Œ˙˙‘˙˙Š˙Œ˙ß˙™˙“˙˙ˆ˙š˙˙z˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙–˙‘˙ß˙˙‘˙š˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙z˙˙Š˙‹˙ß˙ś˙ß˙›˙–˙˜˙˙š˙Œ˙Œ˙z˙ LBL#DIALOGEVENT:Taunts_Toxin080Subtitle RTSTŐ˙ś˙ß˙Œ˙š˙š˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙•˙˙–˙‘˙š˙›˙ß˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ˆ˙ž˙˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙’˙–˙‘˙š˙ß˙ˆ˙˙Š˙“˙›˙ß˙š˙‘˙•˙˙†˙ß˙ž˙ß˙Œ˙‘˙–˙˙š˙˙ß˙›˙Š˙š˙“˙ LBL#DIALOGEVENT:Taunts_Toxin081Subtitle RTS3Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin082Subtitle RTS<Ő˙Ź˙˙ß˙˙Š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙Š˙–˙“˙›˙Œ˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙ˇ˙˙ˆ˙ß˙˙˙š˙›˙–˙œ˙‹˙ž˙˙“˙š˙ß˙˙™˙ß˙†˙˙Š˙ LBL#DIALOGEVENT:Taunts_Toxin083Subtitle RTS.Ő˙Ś˙š˙š˙š˙Œ˙Œ˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ň˙Ň˙Œ˙š˙‘˙›˙ß˙†˙˙Š˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin084Subtitle RTS<Ő˙Ź˙š˙“˙“˙ß˙˙™˙™˙ß˙ž˙“˙“˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ž˙‘˙›˙ß˙Œ˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin085Subtitle RTS1Ő˙¸˙–˙‰˙š˙ß˙Š˙˙ß˙‘˙˙ˆ˙Ó˙ß˙ž˙‘˙›˙ß˙ś˙ß˙˜˙Š˙ž˙˙ž˙‘˙‹˙š˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙˙˙š˙ž˙‹˙—˙š˙ß˙š˙ž˙Œ˙†˙ LBL#DIALOGEVENT:Taunts_Toxin086Subtitle RTS3Ő˙Ś˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙˙š˙ß˙Œ˙—˙˙˙‹˙ß˙˙™˙ß˙˙˙š˙ž˙‹˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¸˙–˙‰˙š˙ß˙Š˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin087Subtitle RTS*Ő˙˛˙†˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙ˆ˙–˙‘˙›˙ß˙Œ˙˙š˙“˙“˙Œ˙ß˙†˙˙Š˙˙ß˙›˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin088Subtitle RTS-Ő˙ł˙š˙‹˙ß˙’˙š˙ß˙›˙˙˙ˆ˙‘˙ß˙†˙˙Š˙˙ß˙Œ˙˙˙˙˙ˆ˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙‘˙–˙œ˙š˙ß˙‹˙˙‡˙–˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin089Subtitle RTSŐ˙Ť˙˙‡˙–˙œ˙ß˙š˙ž˙‹˙ž˙“˙–˙‹˙†˙ LBL#DIALOGEVENT:Taunts_Toxin090Subtitle RTSIŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙œ˙—˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙š˙™˙†˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ LBL#DIALOGEVENT:Taunts_Toxin091Subtitle RTS;Ő˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙ž˙ß˙˙š˙ž˙œ˙š˙ß˙˙™˙™˙š˙˙–˙‘˙˜˙Ŕ˙ß˙ž˙‘˙ß˙ž˙‘˙‹˙–˙›˙˙‹˙š˙Ó˙ß˙˙š˙˙—˙ž˙˙Œ˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin092Subtitle RTSSŐ˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙Ř˙‰˙š˙ß˙–˙‘˙—˙ž˙“˙š˙›˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙˙ˆ˙‘˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ň˙Ň˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙˙Œ˙Œ˙–˙˙“˙†˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin093Subtitle RTSCŐ˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙š˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙†˙˙Š˙ß˙—˙š˙ž˙˙ß˙’˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin094Subtitle RTSQŐ˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ŕ˙ß˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙‘˙ß˙ˆ˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙˙Š˙‹˙ß˙–˙‘˙ß˙™˙˙˙›˙ß˙‹˙—˙š˙Œ˙š˙ß˙›˙ž˙†˙Œ˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin095Subtitle RTS@Ő˙ş˙‰˙š˙‘˙ß˙–˙™˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙†˙˙Š˙ß˙Ň˙Ň˙ß˙š˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin096Subtitle RTS:Ő˙ą˙˙Ţ˙ß˙ą˙˙Ń˙ß˙ś˙ß˙ž˙’˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙–˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙œ˙†˙ž˙‘˙–˙›˙š˙ß˙œ˙ž˙˙Œ˙Š˙“˙š˙z˙ LBL#DIALOGEVENT:Taunts_Toxin097Subtitle RTS8Ő˙Ť˙—˙ž˙‹˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙œ˙˙‰˙š˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙˙˙–˙Œ˙˙‘˙z˙†˙˙Š˙Ř˙˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙›˙š˙ž˙›˙ LBL#DIALOGEVENT:Taunts_Toxin098Subtitle RTS:Ő˙Ś˙˙Š˙ß˙›˙ž˙˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ŕ˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙œ˙˙‘˙Œ˙–˙›˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin099Subtitle RTS%Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin100Subtitle RTSDŐ˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙˜˙˙‹˙‹˙š˙‘˙ß˙’˙†˙ß˙›˙š˙˜˙˙š˙š˙ß˙™˙˙˙’˙ß˙ž˙ß˙’˙ž˙–˙“˙Ň˙˙˙›˙š˙˙ß˙œ˙˙“˙“˙š˙˜˙š˙ LBL#DIALOGEVENT:Taunts_Toxin101Subtitle RTSVŐ˙Ś˙˙Š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ˆ˙š˙˙š˙ß˙–˙‘˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙“˙˙˙”˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙—˙ž˙˙˙š˙‘˙š˙›˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin102Subtitle RTS˘Ő˙ˇ˙š˙“˙“˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙˙ß˙Œ˙˙–˙š˙Œ˙ß˙™˙“˙†˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙“˙˙˙”˙ß˙ž˙“˙“˙ß˙†˙˙Š˙ß˙ˆ˙–˙Œ˙—˙Ó˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙†˙ß˙˙š˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙‹˙–˙’˙š˙ß˙†˙˙Š˙ß˙š˙‰˙š˙˙ß˙Œ˙š˙š˙ß˙’˙†˙ß˙Œ˙‹˙˙˙‘˙˜˙—˙˙“˙›˙ LBL#DIALOGEVENT:Taunts_Toxin103Subtitle RTSŐ˙ž˙Œ˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙Ó˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙’˙˙š˙‘˙š˙‹˙˙ž˙˙“˙š˙Ń˙Ń˙Ń˙ž˙‘˙›˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙–˙Œ˙˙‘˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙“˙˙‘˙˜˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ž˙œ˙—˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin104Subtitle RTSÔŐ˙ž˙‘˙›˙ß˙›˙˙ß˙‘˙˙‹˙ß˙ˆ˙˙˙˙†˙ß˙ž˙˙˙Š˙‹˙ß˙—˙Š˙˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙“˙˙‘˙˜˙ß˙Œ˙–˙‘˙œ˙š˙ß˙™˙“˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙‰˙ž˙“˙“˙š˙†˙ß˙˙™˙ß˙‹˙˙‡˙–˙œ˙ß˙›˙š˙ž˙‹˙—˙Ń˙ß˙°˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ˆ˙ž˙˙ß˙ˆ˙–˙“˙“˙ß˙˙“˙ž˙†˙Ň˙˙Š˙‹˙ß˙Š˙‘˙–˙‘˙‹˙š˙˙˙Š˙˙‹˙š˙›˙z˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙›˙š˙“˙–˙œ˙ž˙‹˙š˙ß˙Œ˙š˙‘˙Œ˙–˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙‹˙ž˙‡˙š˙›˙ LBL#DIALOGEVENT:Taunts_Toxin105Subtitle RTSĚŐ˙ž˙—˙ß˙†˙š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙“˙ž˙œ˙š˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ą˙˙ˆ˙ß˙’˙ž˙”˙š˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ň˙Ň˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ň˙Ň˙ž˙‘˙›˙ß˙˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙˙š˙ž˙‹˙—˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙“˙ž˙Œ˙‹˙ß˙˙˙š˙ž˙‹˙—˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙ž˙–˙˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙’˙†˙ß˙š˙‡˙˙š˙˙–˙’˙š˙‘˙‹˙Œ˙ LBL#DIALOGEVENT:Taunts_Toxin106Subtitle RTS›Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙˙Š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙˝˙†˙ß˙š˙‘˙˜˙ž˙˜˙–˙‘˙˜˙ß˙’˙š˙Ó˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙˙˙’˙š˙›˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙‹˙˙ß˙ž˙ß˙“˙˙‘˙˜˙ß˙ž˙‘˙›˙ß˙˙ž˙–˙‘˙™˙Š˙“˙ß˙›˙š˙ž˙‹˙—˙Ó˙ß˙™˙˙˙ß˙ś˙ß˙ž˙’˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ó˙ß˙ž˙‘˙›˙ß˙’˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙Š˙‘˙Œ˙š˙š˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin107Subtitle RTSjŐ˙˝˙˙š˙ž˙‹˙—˙š˙ß˙š˙ž˙Œ˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙™˙˙˙ß˙ś˙ß˙ž˙’˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ó˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‰˙š˙˙†˙ß˙˙˙š˙ž˙‹˙—˙ß˙†˙˙Š˙ß˙‹˙ž˙”˙š˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin108Subtitle RTSŐ˙Ť˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙Œ˙ž˙’˙˙“˙š˙ß˙–˙Œ˙ß˙™˙˙š˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin109Subtitle RTSCŐ˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙˜˙˙š˙š˙‘˙ß˙˙˙ß˙‹˙—˙š˙ß˙˙“˙Š˙š˙Ŕ˙ß˙˝˙˙‹˙—˙ß˙ž˙˙š˙ß˙š˙Ž˙Š˙ž˙“˙“˙†˙ß˙Œ˙ž˙‹˙–˙Œ˙™˙†˙–˙‘˙˜˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin110Subtitle RTSCŐ˙Ż˙˙š˙˙ž˙˙š˙ß˙‹˙˙ß˙‹˙š˙“˙“˙ß˙†˙˙Š˙˙ß˙Ě˙Ň˙š˙†˙š˙›˙ß˙˜˙˙ž˙‘˙›˙œ˙—˙–˙“˙›˙˙š˙‘˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙ž˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin111Subtitle RTSCŐ˙˛˙†˙ß˙˙˙š˙œ˙–˙˙Š˙Œ˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙Œ˙Ţ˙ß˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙–˙‹˙ß˙‹˙ž˙”˙š˙Œ˙ß˙‹˙˙ß˙’˙–˙‡˙ß˙‹˙—˙˙Œ˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin112Subtitle RTS/Ő˙˛˙˙˙š˙ß˙‰˙–˙œ˙‹˙–˙Ň˙ß˙ž˙—˙Ň˙ß˙‰˙˙“˙Š˙‘˙‹˙š˙š˙˙Œ˙ß˙™˙˙˙ß˙’˙†˙ß˙š˙‡˙˙š˙˙–˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin113Subtitle RTSAŐ˙ą˙˙ˆ˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙™˙š˙˙˙†˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ţ˙ß˙Ź˙˙ß˙˜˙š˙‘˙š˙˙˙Š˙Œ˙ß˙˙™˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin114Subtitle RTSDŐ˙°˙—˙Ó˙ß˙›˙–˙›˙ß˙ś˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙˙ß˙‹˙š˙“˙“˙ß˙†˙˙Š˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙Ŕ˙ß˙¨˙ž˙‹˙œ˙—˙ß˙‹˙—˙š˙ß˙’˙–˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin115Subtitle RTS+Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙›˙–˙›˙ß˙ś˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙‹˙˙˙˙˙Œ˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin117Subtitle RTS Ő˙˝˙ž˙—˙Ţ˙ß˙Ś˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin118Subtitle RTS;Ő˙ž˙—˙ß˙†˙š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙“˙ž˙œ˙š˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙˙ž˙Œ˙š˙ LBL$DIALOGEVENT:Taunts_Turtle001Subtitle RTSQŐ˙°˙—˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙’˙ß˙–˙’˙˙˙š˙Œ˙Œ˙š˙›˙ß˙˙†˙ß˙†˙˙Š˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙›˙ž˙‘˙œ˙š˙ LBL$DIALOGEVENT:Taunts_Turtle002Subtitle RTS#Ő˙Ť˙—˙ž˙‹˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙—˙Š˙˙‹˙ß˙‹˙˙˙ß˙’˙Š˙œ˙—˙Ó˙ß˙›˙–˙›˙ß˙–˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle003Subtitle RTS*Ő˙Ť˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙ž˙ß˙˙˙Š˙˜˙—˙ß˙˙“˙ž˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle004Subtitle RTS"Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙š˙˙™˙š˙œ˙‹˙“˙†˙ß˙š˙‡˙š˙œ˙Š˙‹˙š˙›˙ß˙Œ˙‹˙˙–˙”˙š˙ LBL$DIALOGEVENT:Taunts_Turtle005Subtitle RTS!Ő˙ś˙‹˙Ř˙Œ˙ß˙ž˙“˙“˙ß˙˜˙˙–˙‘˙˜˙ß˙ž˙œ˙œ˙˙˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙˙“˙ž˙‘˙ LBL$DIALOGEVENT:Taunts_Turtle006Subtitle RTS$Ő˙ş˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙Œ˙š˙š˙’˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙’˙†˙ß˙ˆ˙ž˙†˙ LBL$DIALOGEVENT:Taunts_Turtle007Subtitle RTSŐ˙ˇ˙˙ˆ˙ß˙›˙˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙™˙š˙š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle008Subtitle RTS<Ő˙Ť˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙Œ˙Š˙˙š˙˙–˙˙˙–˙‹˙†˙ß˙–˙Œ˙ß˙”˙š˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙š˙˙š˙Ó˙ß˙“˙š˙‹˙ß˙’˙š˙ß˙Œ˙—˙˙ˆ˙ß˙†˙˙Š˙ LBL$DIALOGEVENT:Taunts_Turtle009Subtitle RTSNŐ˙ś˙ß˙˙š˙ž˙“˙“˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle010Subtitle RTSwŐ˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙˙—˙Ó˙ß˙ž˙‘˙›˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙’˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˜˙˙z˙ˆ˙—˙–˙œ˙—˙ß˙˙‘˙š˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙™˙–˙˙Œ˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle011Subtitle RTSJŐ˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙’˙†˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˜˙˙Ŕ˙ß˙°˙—˙ß˙‘˙˙Ó˙ß˙’˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙™˙š˙š˙“˙ß˙“˙–˙”˙š˙ß˙‹˙—˙ž˙‹˙ LBL$DIALOGEVENT:Taunts_Turtle012Subtitle RTSPŐ˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ĺ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙ž˙‹˙‹˙š˙˙‘˙ß˙ž˙“˙˙—˙ž˙Ţ˙ß˙ľ˙Š˙Œ˙‹˙ß˙”˙–˙›˙›˙–˙‘˙˜˙z˙ˆ˙—˙˙ß˙ˆ˙˙Š˙“˙›˙ß˙œ˙ž˙“˙“˙ß˙Œ˙˙’˙š˙‹˙—˙–˙‘˙˜˙ß˙Ý˙ž˙“˙˙—˙ž˙Ý˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle013Subtitle RTSWŐ˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙’˙†˙ß˙Š˙‘˙–˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙’˙–˙‘˙›˙ß˙—˙š˙“˙˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙˜˙ž˙–˙‘˙ß˙Œ˙˙’˙š˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙œ˙†˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle014Subtitle RTSHŐ˙ś˙ß˙˙ž˙˙š˙“˙†˙ß˙Œ˙š˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙‹˙˙˙˙˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙š˙˙‰˙š˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle015Subtitle RTS#Ő˙ś˙ß˙ˆ˙ž˙˙‘˙ß˙†˙˙Š˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙Š˙‘˙›˙š˙˙š˙Œ˙‹˙–˙’˙ž˙‹˙š˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle016Subtitle RTS7Ő˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙—˙–˙›˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙ś˙Ř˙’˙ß˙˙š˙ž˙“˙“˙†˙ß˙•˙Š˙Œ˙‹˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ LBL$DIALOGEVENT:Taunts_Turtle017Subtitle RTS'Ő˙š˙˙˙“˙Œ˙ß˙˙Š˙Œ˙—˙ß˙–˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙‹˙ž˙”˙š˙ß˙’˙†˙ß˙‹˙–˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle018Subtitle RTS/Ő˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙‹˙˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙™˙˙˙’˙ß˙’˙š˙Ó˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle019Subtitle RTS?Ő˙ś˙™˙ß˙†˙˙Š˙ß˙™˙ž˙–˙“˙ß˙‹˙˙ß˙˙“˙ž˙‘˙Ó˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙ß˙‹˙˙ß˙™˙ž˙–˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙‘˙”˙ß˙ž˙˙˙Š˙‹˙ß˙–˙‹˙ LBL$DIALOGEVENT:Taunts_Turtle020Subtitle RTSDŐ˙˛˙†˙ß˙˜˙˙š˙ž˙‹˙š˙Œ˙‹˙ß˙Ý˙Œ˙Š˙˙š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Ý˙ß˙–˙Œ˙ß˙’˙†˙ß˙˙˙ž˙–˙‘˙z˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙˙š˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle021Subtitle RTS&Ő˙ź˙˙’˙š˙ß˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙ž˙”˙š˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙Œ˙—˙˙‹˙ LBL$DIALOGEVENT:Taunts_Turtle022Subtitle RTS4Ő˙¨˙š˙Ř˙˙š˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙Ř˙Œ˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle023Subtitle RTS[Ő˙ś˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ž˙‘˙ž˙“˙†˙…˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙’˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙’˙ž˙…˙š˙›˙z˙›˙˙ß˙†˙˙Š˙ß˙š˙‰˙š˙‘˙ß˙—˙ž˙‰˙š˙ß˙ž˙‘˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle024Subtitle RTSgŐ˙ś˙Ř˙›˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙—˙š˙‘˙ß˙ś˙Ř˙“˙“˙ß˙•˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙˙‘˙š˙ß˙’˙˙˙š˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙ LBL$DIALOGEVENT:Taunts_Turtle025Subtitle RTS>Ő˙Ź˙˙Ó˙ß˙†˙˙Š˙˙ß˙˙‰˙š˙˙Ň˙ž˙“˙“˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙–˙Œ˙ß˙‹˙˙ß˙˙˙˙š˙ß˙’˙š˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle026Subtitle RTS8Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙‹˙—˙–˙‘˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ˆ˙–˙Œ˙›˙˙’˙ß˙˙™˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle027Subtitle RTSMŐ˙ś˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙˙ß˙š˙ž˙Œ˙†˙ß˙˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙Ř˙˙š˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‘˙‘˙˙†˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle028Subtitle RTS>Ő˙Ť˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙™˙Š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle029Subtitle RTS•Ő˙˛˙ž˙†˙˙š˙ß˙ˆ˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙›˙˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙˙’˙š˙ß˙˙‹˙—˙š˙˙ß˙‹˙–˙’˙š˙z˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙Œ˙˙ß˙›˙–˙Œ˙‹˙˙ž˙œ˙‹˙š˙›˙z˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙Ó˙ß˙ś˙ß˙—˙˙˙š˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙ˆ˙˙˙‘˙˜˙Ń˙ß˙Ś˙˙Š˙ß˙›˙–˙›˙ß˙Œ˙ž˙†˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙ž˙ß˙Ý˙˜˙š˙‘˙š˙˙ž˙“˙Ý˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle030Subtitle RTS"Ő˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙‘˙Ř˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle031Subtitle RTS0Ő˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙“˙˙˙”˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙ž˙‹˙ß˙ž˙“˙“˙ LBL$DIALOGEVENT:Taunts_Turtle032Subtitle RTS'Ő˙Ś˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙˙‘˙ß˙’˙†˙ß˙‘˙š˙˙‰˙š˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle033Subtitle RTS<Ő˙Ź˙‹˙ž˙†˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙Ř˙“˙“˙ß˙˙š˙ß˙Œ˙ž˙™˙š˙˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ LBL$DIALOGEVENT:Taunts_Turtle034Subtitle RTS8Ő˙¨˙ž˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙”˙š˙š˙˙ß˙’˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle035Subtitle RTSDŐ˙¨˙˙ˆ˙Ó˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙‰˙š˙˙†˙ß˙˜˙˙˙›˙Ó˙ß˙–˙Œ˙ß˙–˙‹˙ LBL$DIALOGEVENT:Taunts_Turtle036Subtitle RTS(Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙ž˙Œ˙ß˙’˙Š˙œ˙—˙ß˙‹˙˙˙ß˙œ˙“˙Š˙‹˙‹˙š˙˙š˙›˙ß˙˙š˙™˙˙˙š˙ LBL$DIALOGEVENT:Taunts_Turtle037Subtitle RTS1Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙˙š˙Œ˙˙š˙œ˙‹˙ß˙™˙˙˙ß˙˙‹˙—˙š˙˙ß˙˙š˙˙˙“˙š˙Ř˙Œ˙ß˙˙˙˙˙š˙˙‹˙†˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle038Subtitle RTS6Ő˙Ż˙š˙˙˙“˙š˙Ó˙ß˙ˆ˙—˙˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle039Subtitle RTSŐ˙ś˙ß˙ˆ˙ž˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle040Subtitle RTS(Ő˙ś˙Œ˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙’˙†˙ß˙ž˙–˙˙ß˙™˙–˙š˙“˙›˙ß˙‹˙˙˙ß˙’˙Š˙œ˙—˙ß˙‹˙˙ß˙ž˙Œ˙”˙ LBL$DIALOGEVENT:Taunts_Turtle041Subtitle RTSŐ˙ś˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙˙š˙ß˙™˙˙˙ß˙ž˙ß˙˙š˙ž˙Œ˙˙‘˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle042Subtitle RTS=Ő˙ś˙ß˙—˙ž˙›˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙˙‹˙‹˙š˙‘˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙ś˙ß˙ˆ˙ž˙‘˙‹˙š˙›˙ß˙‹˙—˙š˙’˙ LBL$DIALOGEVENT:Taunts_Turtle043Subtitle RTS,Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙”˙–˙‘˙›˙ß˙˙™˙ß˙›˙–˙Œ˙˙š˙Œ˙˙š˙œ˙‹˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle044Subtitle RTS*Ő˙ś˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙™˙˙˙ß˙ž˙ß˙˙š˙ž˙Œ˙˙‘˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle045Subtitle RTS4Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙Œ˙ß˙’˙ž˙‘˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙Ń˙ß˙Ź˙š˙š˙ß˙–˙™˙ß˙ś˙ß˙œ˙ž˙˙š˙ LBL$DIALOGEVENT:Taunts_Turtle046Subtitle RTSŐ˙ˇ˙˙ˆ˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙ß˙—˙Š˙˙‹˙ß˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle047Subtitle RTSŐ˙ś˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙‘˙š˙ LBL$DIALOGEVENT:Taunts_Turtle048Subtitle RTSŐ˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙ LBL$DIALOGEVENT:Taunts_Turtle049Subtitle RTSUŐ˙ź˙ž˙˙‹˙Š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙Ŕ˙ß˙¨˙—˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙Œ˙˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙œ˙˙‘˙Œ˙œ˙–˙˙Š˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle050Subtitle RTSŐ˙¨˙—˙˙ß˙–˙‘˙‰˙–˙‹˙š˙›˙ß˙†˙˙Š˙ß˙—˙š˙˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle051Subtitle RTS?Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ß˙Œ˙š˙œ˙Š˙˙–˙‹˙†˙ß˙œ˙“˙š˙ž˙˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙˙š˙ß˙—˙š˙˙š˙ LBL$DIALOGEVENT:Taunts_Turtle052Subtitle RTS+Ő˙¨˙—˙ž˙‹˙ß˙˜˙–˙‰˙š˙Œ˙ß˙†˙˙Š˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ß˙‹˙˙ß˙˙š˙ß˙–˙‘˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle053Subtitle RTSŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˜˙š˙‹˙ß˙˙Š˙‹˙ß˙‘˙˙ˆ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle054Subtitle RTS%Ő˙ť˙˙‘˙Ř˙‹˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙’˙š˙ß˙‹˙˙ß˙˙š˙ß˙ž˙ß˙˜˙˙˙›˙ß˙—˙˙Œ˙‹˙š˙Œ˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle055Subtitle RTS*Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙Š˙‘˙š˙‡˙˙š˙œ˙‹˙š˙›˙ß˙‰˙–˙Œ˙–˙‹˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle056Subtitle RTS%Ő˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙›˙˙–˙‘˙˜˙ß˙—˙š˙˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle057Subtitle RTS Ő˙ś˙‘˙‹˙˙Š˙›˙š˙˙Œ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle058Subtitle RTS0Ő˙Ś˙˙Š˙˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙ß˙–˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙‹˙—˙š˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle059Subtitle RTS-Ő˙¨˙—˙˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙š˙ž˙Ŕ˙Ţ˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle060Subtitle RTS?Ő˙Ź˙˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙’˙ž˙‘˙ž˙˜˙š˙›˙ß˙‹˙˙ß˙œ˙˙ž˙œ˙”˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙z˙‹˙—˙ž˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙—˙ž˙˙˙š˙‘˙ß˙ž˙˜˙ž˙–˙‘˙ LBL$DIALOGEVENT:Taunts_Turtle061Subtitle RTS[Ő˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙ž˙˙˙‰˙š˙ß˙›˙˙˙˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙–˙˜˙—˙‹˙ß˙—˙š˙˙š˙ LBL$DIALOGEVENT:Taunts_Turtle062Subtitle RTS1Ő˙ś˙‹˙Ř˙Œ˙ß˙“˙˙˙”˙–˙‘˙˜˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙›˙ž˙˙”˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle063Subtitle RTS-Ő˙ť˙–˙›˙ß˙Œ˙˙’˙š˙˙‘˙š˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙˙ß˙˙ž˙†˙ß˙‹˙—˙š˙ß˙š˙“˙š˙œ˙‹˙˙–˙œ˙ß˙˙–˙“˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle064Subtitle RTS7Ő˙Ś˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙’˙ž˙‘˙ž˙˜˙š˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‰˙š˙˙†˙ß˙ˆ˙–˙Œ˙š˙“˙†˙Ó˙ß˙›˙–˙›˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle065Subtitle RTS(Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙˙Š˙Œ˙—˙–˙‘˙˜˙ß˙’˙š˙ß˙˙‰˙š˙˙Ň˙˙Š˙›˙˜˙š˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle066Subtitle RTSEŐ˙ˇ˙˙ˆ˙ß˙œ˙˙Š˙“˙›˙ß˙‹˙—˙–˙Œ˙ß˙—˙ž˙‰˙š˙ß˙—˙ž˙˙˙š˙‘˙š˙›˙Ţ˙ß˙ś˙ß˙—˙ž˙›˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙˙“˙ž˙‘˙‘˙š˙›˙ß˙Œ˙˙ß˙˙š˙˙™˙š˙œ˙‹˙“˙†˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle067Subtitle RTS3Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙Œ˙œ˙ž˙˙š˙›˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle068Subtitle RTS#Ő˙Ť˙—˙ž˙‹˙ß˙ą˙Š˙”˙š˙ß˙Ź˙–˙“˙˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙™˙˙–˙˜˙—˙‹˙š˙‘˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle069Subtitle RTSqŐ˙ś˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙œ˙—˙˙–˙œ˙š˙ß˙–˙‘˙ß˙ˆ˙š˙ž˙˙˙‘˙˙†˙Ó˙ß˙˙Š˙‹˙ß˙ś˙Ř˙’˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙˙‘˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ LBL$DIALOGEVENT:Taunts_Turtle070Subtitle RTS.Ő˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ž˙Œ˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙Ŕ˙ß˙ś˙Œ˙ß˙–˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle071Subtitle RTS_Ő˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙‘˙ß˙ˆ˙—˙ž˙‹˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙œ˙ž˙‘˙ß˙›˙˙ß˙‹˙˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle072Subtitle RTS.Ő˙ž˙“˙“˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙–˙˙ß˙˙˙“˙“˙Š˙‹˙–˙˙‘˙ß˙‹˙˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle073Subtitle RTSVŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙‹˙˙˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙‘˙Ř˙‹˙ß˙ž˙œ˙‹˙Š˙ž˙“˙“˙†˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙Š˙Œ˙—˙ß˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle074Subtitle RTS€Ő˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙›˙–˙›˙ß˙˙š˙’˙š˙’˙˙š˙˙ß˙‹˙˙ß˙Œ˙˙ž˙œ˙š˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙ž˙‰˙˙–˙›˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙‹˙˙–˙”˙š˙Œ˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle075Subtitle RTS<Ő˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙–˙‹˙Ř˙Œ˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙‘˙ß˙‹˙—˙ž˙‹˙ß˙Š˙˙Ŕ˙Ţ˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle076Subtitle RTS.Ő˙¸˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙˜˙Š˙Œ˙‹˙–˙‘˙˜˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle077Subtitle RTSAŐ˙ˇ˙š˙†˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙’˙†˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙ž˙Š˙‹˙—˙˙˙–˙…˙š˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙–˙‹˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle078Subtitle RTS1Ő˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙’˙˙‰˙š˙Ó˙ß˙˙˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙—˙–˙›˙–˙‘˙˜˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle079Subtitle RTS=Ő˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ŕ˙ß˙­˙š˙ž˙“˙“˙†˙Ŕ˙ß˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙—˙š˙Ř˙Œ˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle080Subtitle RTS@Ő˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ŕ˙ß˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙ß˙˜˙–˙˙“˙Ň˙˙˙ˆ˙š˙˙ß˙Œ˙—˙˙ˆ˙›˙˙ˆ˙‘˙Ó˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙–˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle081Subtitle RTS0Ő˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ţ˙ß˙ˇ˙š˙ß˙˙š˙‹˙‹˙š˙˙ß˙Œ˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle082Subtitle RTSMŐ˙ą˙–˙œ˙š˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙•˙Š˙Œ˙‹˙ß˙”˙š˙š˙˙ß˙‹˙—˙˙Œ˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL$DIALOGEVENT:Taunts_Turtle083Subtitle RTSPŐ˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ŕ˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙Œ˙š˙˙–˙˙Š˙Œ˙“˙†˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙š˙Ó˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ß˙ś˙‹˙Ř˙Œ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙–˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle084Subtitle RTS(Ő˙¸˙˙˙›˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙Ň˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle085Subtitle RTSIŐ˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ŕ˙ß˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙˙‹˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˜˙˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙Š˙Œ˙–˙‘˙š˙Œ˙Œ˙ß˙Œ˙ž˙“˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle086Subtitle RTSHŐ˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙–˙‰˙š˙ß˙Š˙˙Ŕ˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙˙š˙ß˙›˙˙–˙‘˙˜˙ß˙‹˙˙›˙ž˙†˙ LBL$DIALOGEVENT:Taunts_Turtle087Subtitle RTS9Ő˙¨˙—˙†˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ś˙ß˙š˙‰˙š˙˙ß˙™˙–˙‘˙›˙ß˙˙‘˙š˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙Œ˙‹˙Œ˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle088Subtitle RTSNŐ˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙›˙–˙›˙ß˙ś˙ß˙Œ˙ž˙†˙ß˙ž˙˙˙Š˙‹˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙™˙ž˙–˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle089Subtitle RTSGŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙’˙˙˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle090Subtitle RTSKŐ˙ś˙Ř˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ó˙ß˙Ý˙˜˙˙˙›˙ß˙™˙–˙˜˙—˙‹˙Ó˙Ý˙ß˙˙Š˙‹˙ß˙œ˙“˙š˙ž˙˙“˙†˙ß˙†˙˙Š˙˙ß˙’˙–˙‘˙›˙ß˙ˆ˙ž˙Œ˙‘˙Ř˙‹˙ß˙–˙‘˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle091Subtitle RTS6Ő˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ž˙‹˙Ň˙Š˙˙ß˙˙‘˙ß˙ž˙ß˙˜˙–˙˙“˙ß˙“˙–˙”˙š˙ß˙‹˙—˙–˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle092Subtitle RTS(Ő˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙‹˙—˙–˙‘˙”˙Ń˙ß˙¸˙˙ß˙ž˙ˆ˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle093Subtitle RTS6Ő˙Ś˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙˙š˙ß˙—˙ž˙˙›˙“˙†˙ß˙Œ˙˙˙˙‹˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙“˙ž˙†˙ß˙‘˙–˙œ˙š˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle094Subtitle RTSSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙“˙˙˙”˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙˙š˙Ţ˙ß˙Ź˙˙’˙š˙˙‘˙š˙ß˙–˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ß˙ť˙–˙›˙‘˙Ř˙‹˙ß˙˙Š˙†˙ß˙–˙‹˙Ó˙ß˙—˙Š˙—˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle095Subtitle RTSUŐ˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙ž˙ß˙˜˙š˙‘˙‹˙“˙š˙’˙ž˙‘˙Ó˙ß˙†˙˙Š˙Ř˙›˙ß˙˜˙–˙‰˙š˙ß˙’˙š˙ß˙™˙–˙‰˙š˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙‹˙˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle096Subtitle RTSYŐ˙¨˙—˙ž˙‹˙Ŕ˙Ţ˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙‰˙š˙˙Ŕ˙ß˙¨˙š˙“˙“˙Ó˙ß˙–˙‹˙ß˙ˆ˙ž˙Œ˙ß˙‘˙–˙œ˙š˙ß˙›˙ž˙‘˙œ˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙†˙˙š˙ß˙‘˙š˙‡˙‹˙ß˙‹˙–˙’˙š˙ß˙ś˙Ř˙“˙“˙ß˙“˙š˙ž˙›˙ LBL$DIALOGEVENT:Taunts_Turtle097Subtitle RTS'Ő˙˛˙†˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙Ń˙Ń˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle098Subtitle RTS(Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙œ˙˙ž˙œ˙”˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle099Subtitle RTS#Ő˙Ś˙˙Š˙˙ß˙˙Š˙Œ˙—˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙”˙ß˙˙‘˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle100Subtitle RTSjŐ˙ś˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙™˙ž˙–˙˙Ţ˙ß˙°˙‘˙š˙ß˙’˙˙˙š˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙Ó˙ß˙ś˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙ LBL$DIALOGEVENT:Taunts_Turtle101Subtitle RTSJŐ˙ś˙ß˙‹˙˙“˙›˙ß˙†˙˙Š˙ß˙†˙˙Š˙Ř˙›˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙ž˙‹˙ß˙’˙†˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙ž˙˙š˙ß˙‹˙˙ß˙‹˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle102Subtitle RTS*Ő˙¨˙š˙“˙œ˙˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle103Subtitle RTS<Ő˙°˙—˙Ó˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙Œ˙˙Š˙‘˙›˙Ŕ˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙Œ˙š˙š˙ß˙ž˙ß˙“˙–˙˜˙—˙‹˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙”˙†˙Ń˙Ń˙Ń˙ß˙ˇ˙’˙’˙z˙ LBL$DIALOGEVENT:Taunts_Turtle104Subtitle RTSŐ˙°˙—˙ß˙’˙†˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle106Subtitle RTSbŐ˙z˙˙—˙ß˙›˙š˙ž˙˙z˙ś˙Ř˙’˙ß˙Œ˙˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙—˙˙ˆ˙ß˙ś˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ó˙ß˙Ý˙—˙š˙“˙“˙˙Ń˙Ý˙ß˙¨˙š˙“˙“˙Ó˙ß˙˜˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle107Subtitle RTSŐ˙¨˙š˙“˙“˙Ó˙ß˙˜˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL)DIALOGEVENT:UnitDescriptXChina001Subtitle RTSŐ˙Ť˙—˙š˙“˙äh%äh%Lß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ i% i%$Š˙‹˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙—˙˙ˆ˙ß˙ś˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ó˙ß˙Ý˙—˙š˙“˙“˙˙Ń˙Ý˙ß˙¨˙š˙“˙“˙Ó˙ß˙˜˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙›˙ i% i%Š˙ˆ˙°i%°i%€Œ˙‹˙˙–˙”˙š˙Œ˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙š˙Üi%Üi%T‘˙š˙˙ž˙“˙Ý˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙j%j%,j%j% †˙ß˙‹˙˙‡˙–˙œ˙ß˙ž˙–˙˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙’˙†˙ß˙š˙‡˙˙š˙˙–˙’˙š˙‘˙‹˙Œ˙˙tj%tj%ź›˙š˙„j%„j%Ź‘˙ž˙‹˙š˙›˙ß˙œj%œj%”˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙źj%źj%tž˙ß˙‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL)DIALOGEVENT:UnitDescriptXChina002Subtitle RTSąŐ˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙ß˙˙–˙˜˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙˜˙Š˙‘˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙‹˙ž˙‘˙”˙ß˙œ˙ž˙‘˙ß˙ž˙“˙Œ˙˙ß˙—˙Š˙˙‹˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙Œ˙˙ß˙”˙š˙š˙˙ß˙˙Š˙˙ß˙’˙š˙‘˙ß˙ž˙‹˙ß˙ž˙ß˙Œ˙ž˙™˙š˙ß˙›˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina003Subtitle RTSěŐ˙Ť˙—˙š˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙“˙ž˙Œ˙š˙˙ß˙˙ž˙Œ˙š˙›˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙—˙˙˙‹˙ß˙›˙˙ˆ˙‘˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ń˙ß˙ś˙‹˙ß˙ž˙“˙Œ˙˙ß˙—˙š˙“˙˙Œ˙ß˙˙‹˙—˙š˙˙ß˙Ş˙Ź˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙˙Š˙˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙Œ˙˙ß˙‹˙—˙š˙†˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙š˙›˙ß˙—˙–˙˜˙—˙ß˙˙˙–˙˙˙–˙‹˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙š˙‘˙œ˙˙Š˙‘˙‹˙š˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙ž˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˜˙˙˙Š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina004Subtitle RTSŢŐ˙Ť˙—˙š˙ß˙Ź˙˙š˙œ˙‹˙š˙˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙•˙š˙‹˙ß˙˙˙ˆ˙š˙˙š˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙ß˙™˙–˙‡˙š˙›˙ß˙‹˙˙ß˙–˙‹˙Œ˙ß˙Œ˙–˙›˙š˙ß˙š˙‘˙ž˙˙“˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙œ˙–˙˙œ˙“˙š˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙˙ž˙–˙‘˙ß˙›˙š˙ž˙‹˙—˙ß˙™˙˙˙’˙ß˙ž˙˙˙‰˙š˙Ń˙ß˙Ť˙†˙˙–˙œ˙ž˙“˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙š˙‘˙˜˙–˙‘˙š˙š˙˙–˙‘˙˜˙Ň˙Ň˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙—˙˙‹˙˜˙Š˙‘˙ß˙‹˙˙ß˙Œ˙ˆ˙ž˙‹˙ß˙ž˙ß˙™˙“˙†˙ LBL)DIALOGEVENT:UnitDescriptXChina005Subtitle RTSQŐ˙Ť˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙’˙ž˙”˙š˙Œ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ LBL)DIALOGEVENT:UnitDescriptXChina006Subtitle RTS•Ő˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˙š˙›˙Š˙œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙™˙‹˙š˙‘˙ß˙’˙–˙Œ˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙›˙˙ß˙“˙š˙Œ˙Œ˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina007Subtitle RTS„Ő˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙‘˙ß˙˙š˙’˙˙‹˙š˙ß˙ž˙–˙˙ß˙›˙˙˙‘˙š˙ß˙‹˙—˙ž˙‹˙ß˙›˙š˙™˙š˙‘˙›˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙˙š˙‘˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙š˙›˙ß˙—˙š˙“˙“˙™˙–˙˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ LBL)DIALOGEVENT:UnitDescriptXChina008Subtitle RTStŐ˙Ť˙—˙š˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙Š˙˙˙˙ž˙ß˙›˙š˙Œ˙–˙˜˙‘˙š˙›˙ß˙‹˙˙ß˙˙š˙‘˙š˙‹˙˙ž˙‹˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina009Subtitle RTS|Ő˙Ť˙—˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˜˙ž˙‹˙—˙š˙˙Œ˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙Œ˙Ó˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙˙˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina010Subtitle RTSžŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙–˙Œ˙›˙˙’˙ß˙˙™˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙Ń˙ß˙˝˙†˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙—˙–˙“˙š˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙˙š˙ž˙›˙ß˙‹˙—˙š˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ LBL)DIALOGEVENT:UnitDescriptXChina011Subtitle RTSˆŐ˙Ť˙—˙š˙ß˙˛˙°˙ž˙˝˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙‹˙—˙ž˙‹˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙l˙Œ˙‹˙Š˙‘˙k˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙Œ˙—˙Š˙‹˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina012Subtitle RTSyŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙ß˙˙†˙ß˙Œ˙ž˙‘˙›˙˙ž˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙—˙˙ˆ˙–˙‹˙…˙š˙˙ß˙ž˙‘˙›˙ß˙Ë˙ß˙™˙–˙˙–˙‘˙˜˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina013Subtitle RTS~Ő˙Ť˙—˙š˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙˙Š˙˙ß˙ˇ˙š˙“˙–˙‡˙ß˙ž˙–˙˙Œ˙—˙–˙˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙˙˙˙ß˙ž˙ß˙˙ž˙–˙˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙™˙–˙˙š˙Œ˙‹˙˙˙’˙ß˙š˙™˙™˙š˙œ˙‹˙ LBL)DIALOGEVENT:UnitDescriptXChina014Subtitle RTSóŐ˙°˙Š˙˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Í˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙˜˙Š˙ž˙˙›˙Œ˙Ń˙ß˙˝˙š˙Œ˙–˙›˙š˙Œ˙ß˙Š˙‘˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙Ó˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙†˙ß˙œ˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina015Subtitle RTSŐ˙°˙Š˙˙ß˙ˇ˙š˙“˙–˙‡˙ß˙Í˙ß˙ž˙–˙řh%řh%8‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Í˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙˜˙Š˙ž˙˙›˙Œ˙Ń˙ß˙˝˙š˙Œ˙–˙›˙š˙Œ˙ß˙Š˙‘˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙Ó˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙†˙ß˙œ˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL)DIALOGEVENT:UnitDescriptXChina016Subtitle RTSěŐ˙Ť˙—˙š˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙›˙–˙Œ˙˙Š˙˙‹˙Œ˙ß˙š˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙‹˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙Ó˙ß˙›˙–˙‰˙š˙˙‹˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙™˙–˙˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙š˙“˙š˙œ˙‹˙˙˙Ň˙’˙ž˙˜˙‘˙š˙‹˙–˙œ˙ß˙˙Š˙“˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Ń˙ß˙ś˙‹˙ß˙ž˙“˙Œ˙˙ß˙œ˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙•˙ž˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina017Subtitle RTSŚŐ˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙˙Š˙˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‘˙š˙Š˙‹˙˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙”˙–˙“˙“˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina018Subtitle RTSˇŐ˙Ť˙—˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙Œ˙ß˙ˇ˙ž˙œ˙”˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙ž˙ß˙˙ž˙‘˙›˙˙’˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ń˙ß˙ł˙š˙‰˙š˙“˙ß˙Î˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Î˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ß˙Ě˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙ˆ˙—˙–˙“˙š˙ß˙“˙š˙‰˙š˙“˙ß˙Í˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina019Subtitle RTSgŐ˙°˙Š˙˙ß˙‘˙š˙ˆ˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙ß˙˙“˙ž˙‘˙š˙ß˙›˙˙˙˙Œ˙ß˙ž˙ß˙Œ˙š˙˙–˙š˙Œ˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ž˙“˙˙‘˙˜˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙ž˙‹˙—˙Ó˙ß˙›˙š˙œ˙–˙’˙ž˙‹˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina020Subtitle RTSˆŐ˙°˙Š˙˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‘˙ß˙ž˙“˙‹˙š˙˙‘˙ž˙‹˙–˙‰˙š˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ž˙˙›˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙’˙–˙‘˙š˙Œ˙Ń˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙–˙‘˙Œ˙‹˙ž˙‘˙‹˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙”˙–˙“˙“˙ß˙ž˙‘˙†˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL)DIALOGEVENT:UnitDescriptXChina021Subtitle RTSrŐ˙°˙Š˙˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙Ó˙ß˙˙‘˙œ˙š˙ß˙‰˙Š˙“˙‘˙š˙˙ž˙˙“˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙›˙ß˙Œ˙ž˙™˙š˙‹˙†˙ß˙ž˙‘˙›˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙›˙ß˙—˙ž˙œ˙”˙–˙‘˙˜˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙–˙‘˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina022Subtitle RTSoŐ˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ž˙ß˙˙š˙‰˙š˙ž˙“˙ß˙ž˙˙˙Š˙‘˙›˙ß˙š˙‰˙š˙˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina023Subtitle RTS‡Ő˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙–˙‘˙œ˙“˙Š˙›˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina024Subtitle RTS7Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Š˙‘˙–˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙Hi%Hi%č‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙–˙‘˙œ˙“˙Š˙›˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙či%či%HDš˙ß˙“˙š˙‰˙š˙“˙ß˙Í˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙Hj%Hj%č™˙–˙š˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙‘˙´j%´j%|Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL)DIALOGEVENT:UnitDescriptXChina025Subtitle RTS˛Ő˙Ť˙—˙š˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ß˙–˙‘˙–˙‹˙–˙ž˙“˙“˙†˙ß˙œ˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙­˙š˙˙š˙“˙ß˙›˙˙–˙‰˙š˙˙ß˙ž˙‘˙›˙ß˙ž˙ß˙’˙˙Š˙‘˙‹˙š˙›˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙Ń˙ß˙Ť˙—˙š˙ß˙­˙š˙˙š˙“˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙š˙˙“˙ž˙œ˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙†˙ß˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˜˙˙ž˙‘˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙†˙œ˙“˙š˙ß˙‹˙—˙š˙–˙˙ß˙Š˙‘˙–˙Ž˙Š˙š˙ß˙˙˙ˆ˙š˙˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina026Subtitle RTS~Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Š˙˙ß˙‹˙˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ˆ˙—˙˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙Œ˙Ń˙ß˙ś˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙—˙š˙ž˙‰˙†˙ß˙Œ˙‹˙š˙š˙“˙ß˙œ˙ž˙˙–˙‘˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina027Subtitle RTSeŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙Ź˙—˙˙š˙Œ˙ß˙‹˙˙ß˙Œ˙Ž˙Š˙š˙š˙…˙š˙ß˙š˙‰˙š˙‘˙ß˙’˙˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙“˙ž˙˙˙˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙ž˙Œ˙ž˙‘˙‹˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina028Subtitle RTSiŐ˙Ť˙—˙š˙ß˙ź˙ž˙’˙˙ß˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ó˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙‘˙˙˙’˙ž˙“˙ß˙›˙š˙‹˙š˙œ˙‹˙–˙˙‘˙ LBL)DIALOGEVENT:UnitDescriptXChina029Subtitle RTSŠŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙˙š˙˜˙Š˙‘˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙ş˙“˙–˙‹˙š˙ß˙¸˙Š˙ž˙˙›˙ß˙‹˙˙˙˙˙Œ˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙­˙Ż˙¸˙Œ˙ß˙–˙‘˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙Ş˙Œ˙š˙ß˙œ˙ž˙Š˙‹˙–˙˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙–˙‘˙˜˙ß˙ž˙‘˙†˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina030Subtitle RTSÍŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙š˙‘˙ž˙˙“˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙˙š˙“˙ß˙‹˙˙ß˙ˆ˙–˙˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙’˙Ń˙ß˙¨˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙­˙š˙˙š˙“˙Œ˙ß˙“˙Š˙˙”˙–˙‘˙˜˙ß˙ž˙˙˙Š˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙ž˙˙š˙ž˙ LBL)DIALOGEVENT:UnitDescriptXChina031Subtitle RTSŃŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙“˙š˙‰˙š˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‘˙˙ˆ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙“˙˙˙”˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙ž˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ž˙˙š˙ß˙˙‘˙“˙†˙ß˙˙˙˙˙†˙Ň˙‹˙˙ž˙˙˙š˙›˙ß˙™˙ž˙œ˙ž˙›˙š˙Œ˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙˙ž˙‘˙˜˙š˙ß˙‹˙˙ß˙ž˙‰˙˙–˙›˙ß˙ž˙‘˙†˙ß˙¸˙ł˙ž˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina032Subtitle RTSXŐ˙Ť˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙’˙ž˙”˙š˙Œ˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙‘˙˙˙’˙ž˙“˙ß˙›˙š˙‹˙š˙œ˙‹˙–˙˙‘˙ LBL)DIALOGEVENT:UnitDescriptXChina033Subtitle RTSÁŐ˙Ť˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙˙ˆ˙š˙˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙¸˙ł˙ž˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙‹˙˙ß˙˙“˙ž˙œ˙š˙ß˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙˙š˙›˙Ń˙ß˙ž˙“˙‹˙—˙˙Š˙˜˙—˙ß˙Œ˙“˙–˙˜˙—˙‹˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙ž˙ß˙‘˙˙˙’˙ž˙“˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ LBL)DIALOGEVENT:UnitDescriptXChina034Subtitle RTS¨Ő˙Ť˙—˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙ž˙ß˙™˙–˙‡˙š˙›˙Ň˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙Œ˙–˙‘˙˜˙“˙š˙Ň˙—˙ž˙‘˙›˙š˙›˙“˙†˙ß˙œ˙˙‘˙‹˙˙˙“˙“˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ń˙ß˙ś˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙ž˙ß˙˙˙–˙˙˙–˙‹˙†˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙‘˙ß˙ž˙‘˙†˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ LBL)DIALOGEVENT:UnitDescriptXChina035Subtitle RTSmŐ˙ž˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ž˙ß˙™˙˙š˙š˙ß˙˙š˙˙–˙˙›˙–˙œ˙ß˙ž˙˙’˙˙˙ß˙ž˙–˙˙›˙˙˙˙Ń˙ß˙š˙˙š˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙ß˙˙™˙ß˙ž˙‘˙†˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina036Subtitle RTSÄŐ˙Ť˙—˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙ˆ˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙Ó˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙™˙˙˙ß˙ž˙‘˙†˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙­˙š˙˙ž˙–˙˙Œ˙ß˙™˙˙˙ß˙›˙ž˙’˙ž˙˜˙š˙›˙ß˙ž˙˙’˙˙˙ß˙–˙‘˙ß˙ž˙ß˙™˙˙˙ˆ˙ž˙˙›˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙œ˙š˙ß˙˙š˙‹˙ˆ˙š˙š˙‘˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙ž˙‘˙›˙ß˙›˙š˙™˙š˙ž˙‹˙ LBL'DIALOGEVENT:UnitDescriptXGLA001Subtitle RTSiŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙™˙‹˙š˙‘˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙’˙˙Š˙‘˙‹˙š˙›˙ß˙˜˙Š˙‘˙ LBL'DIALOGEVENT:UnitDescriptXGLA002Subtitle RTSpŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙˙š˙ž˙’˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ś˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙†˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙‘˙“˙†˙ LBL'DIALOGEVENT:UnitDescriptXGLA003Subtitle RTSnŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙¨˙ž˙˙“˙˙œ˙”˙ß˙Ť˙ž˙‘˙”˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙˙š˙ž˙’˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ś˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙†˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙‘˙“˙†˙ LBL'DIALOGEVENT:UnitDescriptXGLA004Subtitle RTSqŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙“˙ž˙Œ˙š˙˙Ň˙˙ž˙Œ˙š˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙z˙˙Š˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙Œ˙˙ß˙‹˙—˙š˙ß˙›˙ž˙‘˙˜˙š˙˙ß˙™˙˙˙’˙ß˙–˙‹˙ß˙–˙Œ˙ß˙’˙–˙‘˙–˙’˙ž˙“˙ LBL'DIALOGEVENT:UnitDescriptXGLA005Subtitle RTS€Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Ź˙˙š˙œ˙‹˙š˙˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙˙“˙ž˙‘˙š˙ß˙ˆ˙–˙‹˙—˙ß˙˙–˙˜˙ß˙˜˙Š˙‘˙Œ˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙–˙‹˙Ň˙Ň˙Œ˙š˙š˙”˙ß˙˙š˙™˙Š˙˜˙š˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ß˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙ß˙“˙š˙ž˙‰˙š˙Œ˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL'DIALOGEVENT:UnitDescriptXGLA006Subtitle RTS~Ő˙¨˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙š˙œ˙˙’˙š˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙Š˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙˝˙Š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙˙˙ß˙˙Š˙˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙Ó˙ß˙ˆ˙–˙“˙“˙ß˙–˙‹˙Ŕ˙ LBL'DIALOGEVENT:UnitDescriptXGLA007Subtitle RTSˆŐ˙Ť˙—˙š˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˙š˙›˙Š˙œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Ş˙Ź˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙™˙‹˙š˙‘˙ß˙’˙–˙Œ˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙›˙˙ß˙“˙š˙Œ˙Œ˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA008Subtitle RTS|Ő˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙‹˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙‹˙‹˙ž˙œ˙—˙š˙›˙Ń˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙š˙‡˙ž˙’˙˙“˙š˙ß˙˙™˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Ř˙Œ˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA009Subtitle RTSxŐ˙Ť˙—˙š˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙Š˙˙˙˙ž˙Ń˙ß˙Ť˙—˙š˙†˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙‹˙˙†˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA010Subtitle RTS|Ő˙Ť˙—˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˜˙ž˙‹˙—˙š˙˙Œ˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙Œ˙Ó˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙˙˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA011Subtitle RTSWŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙˙š˙ž˙›˙ß˙‹˙—˙š˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ LBL'DIALOGEVENT:UnitDescriptXGLA012Subtitle RTS…Ő˙Ť˙—˙š˙ß˙˛˙°˙ž˙˝˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙‹˙—˙ž˙‹˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙l˙Œ˙‹˙Š˙‘˙k˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙Œ˙—˙Š˙‹˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA013Subtitle RTSkŐ˙Ť˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙‘˙Œ˙ˆ˙š˙˙ß˙‹˙˙ß˙˙Š˙˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙Ń˙Ń˙Ń˙˙Š˙‹˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙–˙˜˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙›˙›˙“˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA014Subtitle RTSkŐ˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙ž˙ß˙ˇ˙š˙“˙–˙‡˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙˙˙˙ß˙ž˙ß˙˙ž˙–˙˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙™˙–˙˙š˙Œ˙‹˙˙˙’˙ LBL'DIALOGEVENT:UnitDescriptXGLA015Subtitle RTS{Ő˙Ť˙—˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙Š˙Œ˙š˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙˙Š˙˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ž˙‰˙˙–˙›˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙˙š˙’˙ž˙–˙‘˙ß˙—˙–˙›˙›˙š˙‘˙ LBL'DIALOGEVENT:UnitDescriptXGLA016Subtitle RTS[Ő˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ß˙Í˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙˙˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA017Subtitle RTSkŐ˙Ť˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙–˙Œ˙˙Š˙˙‹˙Œ˙ß˙š˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙‹˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙Ó˙ß˙›˙–˙‰˙š˙˙‹˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙™˙–˙˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA018Subtitle RTSŤŐ˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‘˙š˙Š˙‹˙˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙”˙–˙“˙“˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA019Subtitle RTS—Ő˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙‘˙š˙ˆ˙ß˙Ź˙†˙Œ˙‹˙š˙’˙Œ˙ß˙ˇ˙ž˙œ˙”˙ß˙‹˙š˙œ˙—˙‘˙–˙Ž˙Š˙š˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙ž˙ß˙˙ž˙‘˙›˙˙’˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ń˙ß˙Ź˙Š˙œ˙—˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙›˙˙ˆ˙‘˙™˙ž˙“˙“˙ß˙˙™˙ß˙›˙š˙˙š˙‘˙›˙–˙‘˙˜˙ß˙˙‘˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙ˆ˙ž˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA020Subtitle RTSfŐ˙Ť˙—˙š˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙˙“˙ž˙‘˙š˙ß˙‹˙—˙ž˙‹˙ß˙›˙˙˙˙Œ˙ß˙ž˙ß˙Œ˙š˙˙–˙š˙Œ˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ž˙“˙˙‘˙˜˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙ž˙‹˙—˙Ó˙ß˙›˙š˙œ˙–˙’˙ž˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL'DIALOGEVENT:UnitDescriptXGLA021Subtitle RTS}Ő˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‘˙ß˙ž˙“˙‹˙š˙˙‘˙ž˙‹˙–˙‰˙š˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ž˙˙›˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙’˙–˙‘˙š˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ LBL'DIALOGEVENT:UnitDescriptXGLA022Subtitle RTSKŐ˙Ť˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA023Subtitle RTSlŐ˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ź˙—˙–˙‘˙ž˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙š˙‰˙š˙˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXGLA024Subtitle RTS”Ő˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ß˙–˙Œ˙ß˙ž˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA025Subtitle RTSaŐ˙Ť˙—˙š˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙“˙–˙’˙˙ß˙œ˙“˙–˙™˙™˙Œ˙ß˙ž˙‘˙›˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙†˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ LBL'DIALOGEVENT:UnitDescriptXGLA026Subtitle RTSiŐ˙°˙Š˙˙ß˙‘˙š˙ˆ˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ß˙—˙ž˙Œ˙ß˙’˙˙Š˙‘˙‹˙š˙›˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙–˙Œ˙ß˙š˙‘˙—˙ž˙‘˙œ˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙˙™˙ß˙ž˙‘˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙–˙›˙–˙‘˙˜˙ß˙–˙‹˙ LBL'DIALOGEVENT:UnitDescriptXGLA027Subtitle RTS´Ő˙Ť˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Š˙˙ß˙‹˙˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ˆ˙—˙˙ß˙’˙ž˙†˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙Š˙Œ˙Ń˙ß˙ś˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙—˙Š˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXGLA028Subtitle RTS[Ő˙Ť˙—˙š˙ß˙¨˙˙˙”˙š˙˙ß˙Ź˙—˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙Œ˙˙š˙š˙›˙ß˙ž˙‘˙›˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙Š˙˙ß˙“˙˙†˙ž˙“˙ß˙ˆ˙˙˙”˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA029Subtitle RTS]Ő˙Ť˙—˙š˙ß˙ź˙ž˙’˙˙ß˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ LBL'DIALOGEVENT:UnitDescriptXGLA030Subtitle RTS^Ő˙Ť˙—˙š˙ß˙ş˙“˙–˙‹˙š˙ß˙¸˙Š˙ž˙˙›˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Ë˙ß˙­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA031Subtitle RTSÚŐ˙Ť˙—˙š˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙š˙˙š˙“˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙ˆ˙–˙˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙’˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙˙˙˙˙†˙ß˙‹˙˙ž˙˙˙š˙›˙ LBL'DIALOGEVENT:UnitDescriptXGLA032Subtitle RTSąŐ˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙™˙˙˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙“˙†˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙œ˙˙Œ˙‹˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙–˙‹˙–˙ž˙“˙“˙†˙ß˙ž˙ß˙˙˙˙˙†˙Ň˙‹˙˙ž˙˙˙š˙›˙ß˙™˙ž˙˙ž˙›˙š˙Ó˙ß˙˙Š˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙™˙Š˙“˙“˙†˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙ž˙“˙ß˙‰˙š˙˙Œ˙–˙˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA033Subtitle RTS`Ő˙°˙Š˙˙ß˙‘˙š˙ˆ˙“˙†˙ß˙ž˙œ˙Ž˙Š˙–˙˙š˙›˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙‘˙›˙š˙˙Œ˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA034Subtitle RTSšŐ˙°˙Š˙˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙˙“˙ž˙œ˙š˙’˙š˙‘˙‹˙ß˙˙™˙ß˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙ž˙˙š˙ž˙ß˙‹˙—˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙š˙‡˙˙“˙˙˙š˙›˙Ń˙ß˙ž˙“˙‹˙—˙˙Š˙˜˙—˙ß˙Œ˙“˙–˙˜˙—˙‹˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙ž˙ß˙‘˙˙˙’˙ž˙“˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ LBL'DIALOGEVENT:UnitDescriptXGLA035Subtitle RTS‰Ő˙Ť˙—˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙™˙–˙˙š˙Œ˙ß˙ž˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙–˙’˙–˙“˙ž˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙–˙‘˙ß˙‹˙š˙˙’˙Œ˙ß˙˙™˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙›˙ž˙’˙ž˙˜˙š˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙ž˙‰˙˙–˙›˙ß˙–˙‹˙Œ˙ß˙›˙š˙ž˙›˙“˙†˙ß˙œ˙ž˙‘˙‘˙˙‘˙ LBL'DIALOGEVENT:UnitDescriptXGLA036Subtitle RTSTŐ˙Ť˙—˙š˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙ß˙˙š˙˙–˙˙›˙–˙œ˙ž˙“˙“˙†˙ß˙›˙š˙“˙–˙‰˙š˙˙Œ˙ß˙ž˙ß˙˜˙˙˙Š˙˙ß˙˙™˙ß˙Ź˙œ˙˙˙˙–˙˙‘˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA037Subtitle RTSeŐ˙Ť˙—˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙˙‘˙‹˙Ň˙“˙–˙‘˙š˙ß˙˙š˙˙ž˙–˙˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙™˙˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ś˙‹˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXUSA001Subtitle RTSŐ˙Üh%Üh%T˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙˙‘˙‹˙Ň˙“˙–˙‘˙š˙ß˙˙š˙˙ž˙–˙˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙™˙˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ś˙‹˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙¤i%¤i%ŒŠ˙˙š˙ß˙˙˙ß˙ž˙‰˙˙–˙›˙ß˙–˙‹˙Œ˙ß˙›˙š˙ž˙›˙“˙†˙ß˙œ˙ž˙‘˙‘˙˙‘˙ěi%ěi%DŠ˙‘˙‘˙š˙“˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙Lj%Lj%äž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙˙˙˙˙†˙ß˙‹˙˙ž˙˙˙š˙›˙Œ˙j%j% ‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙‘˙´j%´j%|Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj% LBL'DIALOGEVENT:UnitDescriptXUSA002Subtitle RTSłŐ˙Ť˙—˙š˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙˙’˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙ť˙–˙˙š˙œ˙‹˙Ň˙ş˙‘˙š˙˙˜˙†˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙˙ž˙‘˙š˙“˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ś˙‹˙ß˙ž˙“˙Œ˙˙ß˙š˙’˙–˙‹˙Œ˙ß˙ž˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙˙Š˙Œ˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙™˙–˙š˙“˙›˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙ž˙’˙ž˙˜˙š˙Œ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL'DIALOGEVENT:UnitDescriptXUSA003Subtitle RTSąŐ˙Ť˙—˙š˙ß˙¨˙ž˙˙“˙˙œ˙”˙ß˙‹˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙˙’˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙ť˙–˙˙š˙œ˙‹˙Ň˙ş˙‘˙š˙˙˜˙†˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙˙ž˙‘˙š˙“˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ś˙‹˙ß˙ž˙“˙Œ˙˙ß˙š˙’˙–˙‹˙Œ˙ß˙ž˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙˙Š˙Œ˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙™˙–˙š˙“˙›˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙ž˙’˙ž˙˜˙š˙Œ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL'DIALOGEVENT:UnitDescriptXUSA004Subtitle RTS›Ő˙Ť˙—˙š˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙Œ˙š˙˙ß˙˙ž˙Œ˙š˙›˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙—˙˙˙‹˙ß˙›˙˙ˆ˙‘˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ń˙ß˙ś˙‹˙ß˙œ˙ž˙‘˙ß˙ž˙“˙Œ˙˙ß˙ž˙ˆ˙ž˙˙›˙ß˙˙˙‘˙Š˙Œ˙š˙Œ˙ß˙‹˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙–˙‹˙Ř˙Œ˙ß˙Ý˙˙ž˙–˙‘˙‹˙š˙›˙Ý˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL'DIALOGEVENT:UnitDescriptXUSA005Subtitle RTSçŐ˙Ť˙—˙š˙ß˙Ź˙˙š˙œ˙‹˙š˙˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙•˙š˙‹˙ß˙˙˙ˆ˙š˙˙š˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙ß˙™˙–˙‡˙š˙›˙ß˙‹˙˙ß˙–˙‹˙Ř˙Œ˙ß˙ˆ˙–˙‘˙˜˙Œ˙Ń˙ß˙¨˙—˙–˙“˙š˙ß˙–˙‹˙ß˙œ˙–˙˙œ˙“˙š˙Œ˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Ó˙ß˙–˙‹˙ß˙ž˙Š˙‹˙˙Ň˙ž˙œ˙Ž˙Š˙–˙˙š˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ń˙ß˙˛˙ž˙‘˙Š˙ž˙“˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙›˙š˙˙“˙˙†˙ß˙œ˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA006Subtitle RTSWŐ˙¨˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙š˙œ˙˙’˙š˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ LBL'DIALOGEVENT:UnitDescriptXUSA007Subtitle RTSˆŐ˙Ť˙—˙š˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˙š˙›˙Š˙œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Ş˙Ź˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙™˙‹˙š˙‘˙ß˙’˙–˙Œ˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙›˙˙ß˙“˙š˙Œ˙Œ˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA008Subtitle RTS™Ő˙Ť˙—˙š˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙š˙Ž˙Š˙–˙˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙˙š˙‘˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙›˙˙˙‘˙š˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙™˙–˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙Ť˙—˙š˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ž˙Š˙‹˙˙Ň˙ž˙œ˙Ž˙Š˙–˙˙š˙ß˙ž˙‘˙›˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙š˙“˙˙ž˙›˙ LBL'DIALOGEVENT:UnitDescriptXUSA009Subtitle RTSŐ˙Ť˙—˙š˙ß˙äh%äh%L˙š˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙š˙Ž˙Š˙–˙˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙˙š˙‘˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙›˙˙˙‘˙š˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙™˙–˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙Ť˙—˙š˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ž˙Š˙‹˙˙Ň˙ž˙œ˙Ž˙Š˙–˙˙š˙ß˙ž˙‘˙›˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙š˙“˙˙ž˙›˙ j% j%$ž˙‘˙Š˙ž˙“˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙›˙š˙˙“˙˙†˙ß˙œ˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙¨j%¨j%ˆ´j%´j%|Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL'DIALOGEVENT:UnitDescriptXUSA010Subtitle RTSrŐ˙Ť˙—˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙˙™˙ß˙’˙˙‘˙š˙†˙ß˙˜˙ž˙‹˙—˙š˙˙š˙›˙ß˙™˙˙˙’˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙Œ˙Ó˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙˙˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA011Subtitle RTSŹŐ˙Ť˙—˙š˙ß˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙˙š˙ž˙›˙ß˙‹˙—˙š˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙Ń˙ß˙Ť˙—˙š˙ß˙˙“˙ž˙‘˙š˙ß˙›˙–˙Œ˙˙š˙‘˙Œ˙š˙Œ˙ß˙“˙š˙ž˙™˙“˙š˙‹˙Œ˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙˙‘˙“˙†˙ß˙“˙ž˙Œ˙‹˙Œ˙ß˙ž˙ß˙Œ˙—˙˙˙‹˙ß˙‹˙–˙’˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA012Subtitle RTS…Ő˙Ť˙—˙š˙ß˙˛˙°˙ž˙˝˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙‹˙—˙ž˙‹˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙l˙Œ˙‹˙Š˙‘˙k˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙Œ˙—˙Š˙‹˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA013Subtitle RTS§Ő˙Ť˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙ß˙˙†˙ß˙Œ˙ž˙‘˙›˙˙ž˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙—˙˙ˆ˙–˙‹˙…˙š˙˙ß˙ž˙‘˙›˙ß˙Ë˙ß˙™˙–˙˙–˙‘˙˜˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙™˙–˙˙–˙‘˙˜˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙Œ˙ž˙‘˙›˙˙ž˙˜˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA014Subtitle RTSgŐ˙Ť˙—˙š˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙ž˙ß˙ˇ˙š˙“˙–˙‡˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙˙˙˙ß˙ž˙ß˙˙ž˙–˙˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙™˙–˙˙š˙Œ˙‹˙˙˙’˙ LBL'DIALOGEVENT:UnitDescriptXUSA015Subtitle RTSňŐ˙Ť˙—˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Í˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙˜˙Š˙ž˙˙›˙Œ˙Ń˙ß˙˝˙š˙Œ˙–˙›˙š˙Œ˙ß˙Š˙‘˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙Ó˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙†˙ß˙œ˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA016Subtitle RTSŐ˙Ť˙—˙š˙ß˙ˇ˙š˙čh%čh%H˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Í˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙˜˙Š˙ž˙˙›˙Œ˙Ń˙ß˙˝˙š˙Œ˙–˙›˙š˙Œ˙ß˙Š˙‘˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙Ó˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙†˙ß˙œ˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL'DIALOGEVENT:UnitDescriptXUSA017Subtitle RTSňŐ˙Ť˙—˙š˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙–˙Œ˙˙Š˙˙‹˙Œ˙ß˙š˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙‹˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙Ó˙ß˙›˙–˙‰˙š˙˙‹˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙™˙–˙˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙ş˙ź˙˛˙ß˙˙Š˙“˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙š˙–˙‘˙ž˙“˙“˙†˙Ó˙ß˙–˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙•˙ž˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙›˙–˙Œ˙ž˙˙“˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA018Subtitle RTSŤŐ˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‘˙š˙Š˙‹˙˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙”˙–˙“˙“˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA019Subtitle RTSŞŐ˙Ť˙—˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙Œ˙ß˙ˇ˙ž˙œ˙”˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙ž˙ß˙˙ž˙‘˙›˙˙’˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ń˙ß˙ł˙š˙‰˙š˙“˙ß˙Î˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙‹˙–˙š˙˙ß˙Î˙ß˙˙˙ß˙Ě˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙ˆ˙—˙–˙“˙š˙ß˙“˙š˙‰˙š˙“˙ß˙Í˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXUSA020Subtitle RTSfŐ˙Ť˙—˙š˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙˙“˙ž˙‘˙š˙ß˙‹˙—˙ž˙‹˙ß˙›˙˙˙˙Œ˙ß˙ž˙ß˙Œ˙š˙˙–˙š˙Œ˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ž˙“˙˙‘˙˜˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙ž˙‹˙—˙Ó˙ß˙›˙š˙œ˙–˙’˙ž˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL'DIALOGEVENT:UnitDescriptXUSA021Subtitle RTS}Ő˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‘˙ß˙ž˙“˙‹˙š˙˙‘˙ž˙‹˙–˙‰˙š˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ž˙˙›˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙’˙–˙‘˙š˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ LBL'DIALOGEVENT:UnitDescriptXUSA022Subtitle RTS…Ő˙Ť˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ß˙ž˙‹˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙–˙‘˙˜˙ß˙’˙˙‘˙š˙†˙Ó˙ß˙ž˙‘˙›˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙Œ˙ß˙ś˙ß˙Ů˙ß˙ś˙ś˙ LBL'DIALOGEVENT:UnitDescriptXUSA023Subtitle RTSoŐ˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ž˙ß˙˙š˙‰˙š˙ž˙“˙ß˙ž˙˙˙Š˙‘˙›˙ß˙š˙‰˙š˙˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXUSA024Subtitle RTSŐ˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA025Subtitle RTS*Ő˙Ť˙—˙š˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙š˙0i%0i%ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙ôi%ôi%<‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙Œ˙0j%0j%ž˙‹˙š˙Œ˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙•˙ž˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙›˙–˙Œ˙ž˙˙“˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL'DIALOGEVENT:UnitDescriptXUSA026Subtitle RTSŐ˙Ť˙—˙š˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙–˙řh%řh%8š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙š˙0i%0i%ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙ôi%ôi%<‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙Œ˙0j%0j%ž˙‹˙š˙Œ˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙•˙ž˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙›˙–˙Œ˙ž˙˙“˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL'DIALOGEVENT:UnitDescriptXUSA027Subtitle RTSćŐ˙Ť˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Š˙ž˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Š˙˙ß˙‹˙˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ˆ˙—˙˙ß˙’˙ž˙†˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙Š˙Œ˙Ń˙ß˙ś˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙—˙Š˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Š˙ž˙‘˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙š˙˙Ń˙ß˙ś˙™˙ß˙–˙‹˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙–˙Œ˙ß˙ž˙“˙Œ˙˙ß˙”˙–˙“˙“˙š˙›˙ LBL'DIALOGEVENT:UnitDescriptXUSA028Subtitle RTSUŐ˙Ť˙—˙š˙ß˙¨˙˙˙”˙š˙˙ß˙Ź˙—˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙Œ˙˙š˙š˙›˙ß˙ž˙‘˙›˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙ˆ˙˙˙”˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA029Subtitle RTS]Ő˙Ť˙—˙š˙ß˙ź˙ž˙’˙˙ß˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ LBL'DIALOGEVENT:UnitDescriptXUSA030Subtitle RTS_Ő˙Ť˙—˙š˙ß˙ş˙“˙–˙‹˙š˙ß˙¸˙Š˙ž˙˙›˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Ë˙ß˙­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA031Subtitle RTS'Ő˙Ť˙—˙š˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙š˙(i%(i%–˙‹˙†˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Ë˙ß˙­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙Œ˙˜i%˜i%˜Œ˙Ń˙ß˙ś˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙—˙Š˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Š˙ž˙‘˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙š˙˙Ń˙ß˙ś˙™˙ß˙–˙‹˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙–˙Œ˙ß˙ž˙“˙Œ˙˙ß˙”˙–˙“˙“˙š˙›˙–˙¨j%¨j%ˆ˙ž˙‘˙˜˙š˙Ŕj%Ŕj%p‹˙—˙˙š˙ž˙‹˙Řj%Řj%X LBL'DIALOGEVENT:UnitDescriptXUSA032Subtitle RTSąŐ˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙™˙˙˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙“˙†˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙œ˙˙Œ˙‹˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙–˙‹˙–˙ž˙“˙“˙†˙ß˙ž˙ß˙˙˙˙˙†˙Ň˙‹˙˙ž˙˙˙š˙›˙ß˙™˙ž˙˙ž˙›˙š˙Ó˙ß˙˙Š˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙™˙Š˙“˙“˙†˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙ž˙“˙ß˙‰˙š˙˙Œ˙–˙˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA033Subtitle RTSQŐ˙Ť˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙‘˙›˙š˙˙Œ˙ß˙‹˙—˙š˙’˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‹˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA034Subtitle RTSšŐ˙Ť˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙˙“˙ž˙œ˙š˙’˙š˙‘˙‹˙ß˙˙™˙ß˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙ž˙˙š˙ž˙ß˙‹˙—˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙š˙‡˙˙“˙˙˙š˙›˙Ń˙ß˙ž˙“˙‹˙—˙˙Š˙˜˙—˙ß˙Œ˙“˙–˙˜˙—˙‹˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙ž˙ß˙‘˙˙˙’˙ž˙“˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ LBL'DIALOGEVENT:UnitDescriptXUSA035Subtitle RTS¨Ő˙Ť˙—˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙ž˙˙’˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙œ˙ž˙“˙–˙˙š˙˙ß˙—˙˙ˆ˙–˙‹˙…˙š˙˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙š˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙Œ˙Š˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙š˙ž˙˙˙‘˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙ž˙“˙Œ˙˙ß˙ž˙ß˙˜˙˙˙›˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙’˙ß˙ˆ˙—˙–˙œ˙—˙ß˙‹˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙‘˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBL'DIALOGEVENT:UnitDescriptXUSA036Subtitle RTS„Ő˙Ť˙—˙š˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙ß˙Ż˙š˙˙–˙˙›˙–˙œ˙ž˙“˙“˙†˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙˙‘˙š˙ß˙˙™˙ß˙—˙–˙Œ˙ß˙Œ˙–˙›˙š˙Ř˙Œ˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙‹˙ž˙‘˙”˙ß˙×˙Ź˙œ˙˙˙˙–˙˙‘˙Ó˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Ó˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙Ö˙ LBL'DIALOGEVENT:UnitDescriptXUSA037Subtitle RTS“Ő˙Ť˙—˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙–˙Œ˙ß˙ž˙ß˙˙š˙˙ž˙–˙˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙™˙˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙l˙›˙˙œ˙”˙k˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙›˙˙œ˙”˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ß˙™˙ž˙œ˙‹˙˙˙†˙ LBLTOOLTIP:Community RTS>¨˙–˙‘˙ß˙˙š˙˙œ˙š˙‘˙‹˙ž˙˜˙š˙Œ˙ß˙™˙˙˙ß˙š˙ž˙œ˙—˙ß˙ž˙˙’˙†˙ß˙˙ž˙Œ˙š˙›˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙˙“˙ž˙†˙š˙›˙ LBL&CONTROLBAR:Nuke_ToolTipChinaBuildHelix RTS¤ˇ˙š˙ž˙‰˙†˙ß˙“˙–˙™˙‹˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙ő˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ą˙Š˙”˙š˙ß˙˝˙˙’˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBLMAP:CHI01xListeningPostHint01 RTSTˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ˇ˙–˙›˙›˙š˙‘˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙š˙‰˙š˙ž˙“˙š˙›˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙‘˙˜˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙Ż˙˙Œ˙‹˙ LBLOBJECT:SupW_PatriotBattery RTSş˙˛˙Ż˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBL.CONTROLBAR:SupW_ConstructAmericaPatriotBattery RTSş˙Ů˙˛˙Ż˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBL-CONTROLBAR:SupW_ToolTipUSABuildPatriotBattery RTS\¸˙˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙“˙ž˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙ß˙‘˙š˙ž˙˙˙†˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ě˙ LBLMAP:USA03xBurtonSurvive RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ LBLMAP:MD_GLA04_GatherHint RTS^ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙˙˙›˙š˙˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLMAP:MD_GLA04_HospitalHint RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙—˙˙Œ˙˙–˙‹˙ž˙“˙ß˙ˆ˙–˙“˙“˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙ž˙Š˙‹˙˙ß˙—˙š˙ž˙“˙ LBLMAP:MD_GLA04_TractorsHint RTSAˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙œ˙ž˙‘˙ß˙”˙–˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLOBJECT:AssaultTroopTransport RTSž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙˙˙˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBLOBJECT:AssaultListeningOutpost RTSž˙‹˙‹˙ž˙œ˙”˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ LBLUPGRADE:IsotopeStability RTSś˙Œ˙˙‹˙˙˙š˙ß˙Ź˙‹˙ž˙˙–˙“˙–˙‹˙†˙ LBL:CONTROLBAR:Infa_ToolTipChinaUpgradeRedGuardCaptureBuilding RTS8ş˙‘˙ž˙˙“˙š˙Œ˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‘˙›˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLOBJECT:Lazr_PatriotBattery RTSł˙ž˙Œ˙š˙˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙Ť˙Š˙˙˙š˙‹˙ LBL"SCIENCE:Infa_ChinaRedGuardTraining RTS˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBL3CONTROLBAR:Infa_ToolTipChinaScienceRedGuardTraining RTS'ž˙“˙“˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙ş˙“˙–˙‹˙š˙ LBL6CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncherBoss RTSlł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙˝˙Š˙–˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBL,CONTROLBAR:ToolTipUSABuildParticleCannonBoss RTSXš˙–˙˙š˙Œ˙ß˙ž˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL-CONTROLBAR:ToolTipGLABuildCombatBikeTerrorist RTS?š˙ž˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙‰˙š˙˙Œ˙ž˙‹˙–˙“˙š˙ß˙ő˙ß˙ź˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙‹˙š˙˙˙˙˙–˙Œ˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL'CONTROLBAR:ToolTipChinaBuildSuperHacker RTSŻź˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙‰˙–˙˙Š˙Œ˙ß˙˙˙ß˙œ˙ž˙‘˙ß˙—˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙Ń˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLUPGRADE:Demo_SuicideBomb RTS ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ LBLUPGRADE:AirF_StealthComanche RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙ LBLUPGRADE:HighExplosiveTrap RTSˇ˙–˙˜˙—˙Ň˙ş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBLCAMPAIGN:CHALLENGE_0 RTSž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_1 RTSŤ˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_2 RTSą˙Š˙”˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_3 RTSŹ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_4 RTSŤ˙ž˙‘˙”˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_5 RTSł˙ž˙Œ˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_6 RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_7 RTSś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_8 RTSť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLOBJECT:RocketDrop RTS­˙˙œ˙”˙š˙‹˙ LBLOBJECT:RocketBomb RTS­˙˙œ˙”˙š˙‹˙ LBL OBJECT:PTBoat RTSŻ˙Ť˙ß˙˝˙˙ž˙‹˙ LBLOBJECT:ShiekLimo RTSł˙–˙’˙˙ LBL OBJECT:Dock RTSť˙˙œ˙”˙ LBLOBJECT:RailroadBridgeH RTS­˙ž˙–˙“˙˙˙ž˙›˙ß˙˝˙˙–˙›˙˜˙š˙ LBLOBJECT:RepairDrone RTS ­˙š˙˙ž˙–˙˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:CINE_Carrier RTSž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ LBLOBJECT:SpectreGunship RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBLSCIENCE:LaserCannon RTS ł˙ž˙Œ˙š˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:LaserCannon RTS ł˙ž˙Œ˙š˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLUPGRADE:TacticalNukeMig RTSŤ˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙”˙š˙ß˙˛˙–˙¸˙ LBLOBJECT:FuelAirBomb RTS š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLOBJECT:CruiseMissile RTSź˙˙Š˙–˙Œ˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL OBJECT:Ox RTS°˙‡˙ LBL-CONTROLBAR:TooltipUpgradeChinaTacticalNukeMig RTS!Ş˙˙˜˙˙ž˙›˙š˙Œ˙ß˙˛˙–˙˜˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙‘˙Š˙”˙š˙ LBL&CONTROLBAR:UpgradeChinaTacticalNukeMig RTSŤ˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙”˙š˙ß˙˛˙–˙Ů˙¸˙ LBL)CONTROLBAR:Boss_ToolTipChinaBuildBarracks RTSŤ˙˙ž˙–˙‘˙Œ˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL)CONTROLBAR:Boss_ToolTipChinaBuildAirField RTS%˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL'CONTROLBAR:Boss_ToolTipChinaBuildBunker RTSź˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Ę˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL+CONTROLBAR:Boss_ToolTipChinaBuildWarFactory RTS%˝˙Š˙–˙“˙›˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL-CONTROLBAR:Boss_ToolTipChinaBuildSupplyCenter RTS9ť˙˙˙˙Ň˙˙™˙™˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˜˙ž˙‹˙—˙š˙˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBLCONTROLBAR:Infa_TooltipParaDrop RTS5ť˙˙˙˙Œ˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL,CONTROLBAR:Infa_ConstructChinaInfantryHacker RTS Ź˙Š˙˙š˙˙ß˙ˇ˙Ů˙ž˙œ˙”˙š˙˙ LBL'CONTROLBAR:Infa_ToolTipChinaBuildHacker RTS­Ź˙‹˙š˙ž˙“˙‹˙—˙š˙›˙Ń˙ß˙ź˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙‰˙–˙˙Š˙Œ˙ß˙˙˙ß˙œ˙ž˙‘˙ß˙—˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL0CONTROLBAR:Infa_ConstructChinaInfantryBlackLotus RTS Ů˙Ź˙Š˙˙š˙˙ß˙ł˙˙‹˙Š˙Œ˙ LBL5CONTROLBAR:Infa_ConstructChinaVehicleListeningOutpost RTSž˙‹˙‹˙ž˙œ˙”˙ß˙Ů˙°˙Š˙‹˙˙˙Œ˙‹˙ LBL1CONTROLBAR:Infa_ConstructChinaVehicleTroopCrawler RTSŮ˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙˙˙˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBL*CONTROLBAR:Infa_ConstructChinaVehicleHelix RTSž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ˇ˙š˙“˙–˙Ů˙‡˙ LBL&CONTROLBAR:Infa_ToolTipChinaBuildHelix RTSŽˇ˙š˙ž˙‰˙†˙ß˙“˙–˙™˙‹˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙ő˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBLOBJECT:Infa_Helix RTS ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ˇ˙š˙“˙–˙‡˙ LBL3CONTROLBAR:Infa_ToolTipChinaScienceInfantryParadrop RTSť˙˙˙˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ę˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Î˙Ď˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Î˙Ę˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCONTROLBAR:UpgradeSuicideBomb RTSŮ˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBL'CONTROLBAR:ToolTipGLAUpgradeSuicideBomb RTSAž˙“˙“˙˙ˆ˙Œ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙ő˙ß˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBLOBJECT:MiniGunner RTS ˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ LBLOBJECT:AirF_Chinook RTSź˙˙’˙˙ž˙‹˙ß˙ź˙—˙–˙‘˙˙˙”˙ LBL.CONTROLBAR:AirF_ConstructAmericaVehicleChinook RTSź˙˙’˙˙ž˙Ů˙‹˙ß˙ź˙—˙–˙‘˙˙˙”˙ LBL&CONTROLBAR:AirF_ToolTipUSABUildChinook RTSaž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙Ń˙ß˙ź˙˙“˙“˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙¨˙˙˙”˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙˙™˙˙˙’˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ť˙˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:SuicideAttack RTSŹ˙Š˙Ů˙–˙œ˙–˙›˙š˙ LBL"CONTROLBAR:ToolTipGLASuicideAttack RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ LBL/CONTROLBAR:Tank_TooltipUpgradeChinaNuclearTanks RTS#Ô˙Í˙Ę˙Ú˙ß˙ş˙’˙˙š˙˙˙˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙Œ˙˙š˙š˙›˙ LBL)CONTROLBAR:Boss_ToolTipUSABuildPowerPlant RTS.Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙ß˙˙ž˙Œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Ę˙ LBL1CONTROLBAR:Nuke_ToolTipChinaBuildListeningOutpost RTSfž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL5CONTROLBAR:Nuke_ConstructChinaVehicleListeningOutpost RTSž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ł˙–˙Ů˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ LBL-CONTROLBAR:Infa_ToolTipChinaBuildTroopCrawler RTSž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ź˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙Ç˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL1CONTROLBAR:Infa_ToolTipChinaBuildListeningOutpost RTSvŤ˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ˇ˙˙“˙›˙Œ˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL$CONTROLBAR:Infa_ConstructChinaBunker RTSš˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙‘˙Ů˙”˙š˙˙ LBL'CONTROLBAR:Infa_ToolTipChinaBuildBunker RTS;ź˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Î˙Ď˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙ő˙ß˙ź˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙’˙–˙‘˙š˙™˙–˙š˙“˙›˙ß˙Š˙˙˜˙˙ž˙›˙š˙ LBLOBJECT:Infa_Bunker RTSš˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙‘˙”˙š˙˙ LBL'CONTROLBAR:ToolTipGLAScienceSneakAttack RTSNŤ˙˙˙˙˙Œ˙ß˙œ˙ž˙‘˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:Chem_ConstructGLAInfantryRebel RTS Ť˙˙‡˙–˙‘˙ß˙­˙š˙Ů˙˙š˙“˙ LBL$CONTROLBAR:Chem_ToolTipGLABuildRebel RTSNš˙–˙˙š˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙š˙ž˙’˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLOBJECT:Chem_Rebel RTS Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙ LBLOBJECT:Chem_Terrorist RTSŤ˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ LBL-CONTROLBAR:Chem_ConstructGLAInfantryTerrorist RTSŮ˙Ť˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ LBL(CONTROLBAR:Chem_ToolTipGLABuildTerrorist RTS,Ź˙Š˙–˙œ˙–˙›˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙ß˙š˙‡˙˙“˙˙›˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙œ˙“˙˙Š˙›˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙ LBL)CONTROLBAR:Chem_ConstructGLATunnelNetwork RTSŤ˙˙‡˙–˙‘˙ß˙Ů˙ą˙š˙‹˙ˆ˙˙˙”˙ LBLOBJECT:Chem_TunnelNetwork RTS Ť˙˙‡˙–˙‘˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBL,CONTROLBAR:Chem_ToolTipGLABuildTunnelNetwork RTS…˝˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ń˙ß˙š˙–˙˙š˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙š˙ž˙’˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙Ń˙ß˙Ş˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙›˙ß˙š˙‡˙–˙‹˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙˙‹˙—˙š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBL!CONTROLBAR:UpgradeStealthComanche RTSŮ˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ LBL,CONTROLBAR:ToolTipAirFUpgradeComancheStealth RTSź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙ß˙˙š˙œ˙˙’˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ LBLOBJECT:Entrance RTSş˙‘˙‹˙˙ž˙‘˙œ˙š˙ LBL.CONTROLBAR:Boss_TooltipChinaUpgradeNationalism RTS#Ô˙Í˙Ę˙Ú˙ß˙‹˙˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙™˙˙˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:Lazr_ToolTipUSABuildPowerPlant RTS2Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Ç˙ LBLGUI:DoubleClickAttackMove RTSť˙˙Š˙˙“˙š˙ß˙ź˙“˙–˙œ˙”˙ß˙¸˙Š˙ž˙˙›˙ LBLTOOLTIP:DoubleClickAttackMove RTSaŻ˙“˙ž˙†˙š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙’˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙˜˙Š˙ž˙˙›˙ß˙‹˙—˙š˙–˙˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ž˙˙š˙ž˙ß˙ˆ˙—˙š˙‘˙ß˙ž˙œ˙‹˙–˙˙‘˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙–˙Œ˙ß˙›˙˙Š˙˙“˙š˙ß˙œ˙“˙–˙œ˙”˙š˙›˙ LBL$DIALOGEVENT:01_AllCheerSoundSubtitle RTS Ă˙ź˙—˙š˙š˙˙–˙‘˙˜˙Á˙ LBL-CONTROLBAR:Lazr_ToolTipUSABuildPatriotBattery RTS[¸˙˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙“˙ž˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙ß˙‘˙š˙ž˙˙˙†˙ß˙Ť˙Š˙˙˙š˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ę˙ LBL.CONTROLBAR:Lazr_ConstructAmericaPatriotBattery RTSł˙ž˙Œ˙š˙˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙Ů˙Ť˙Š˙˙˙š˙‹˙ LBL,CONTROLBAR:Lazr_ConstructAmericaTankCrusader RTS ł˙ž˙Œ˙š˙˙ß˙Ů˙Ť˙ž˙‘˙”˙ LBLOBJECT:Lazr_Tank RTS ł˙ž˙Œ˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBL'CONTROLBAR:Lazr_ToolTipUSABuildCrusader RTSJŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL#CONTROLBAR:ToolTipChinaBuildEmperor RTS;Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙˙˙œ˙”˙š˙‹˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL/CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship RTSĆŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙Œ˙ß˙œ˙–˙˙œ˙“˙š˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙ž˙‘˙›˙ß˙˙Š˙’˙’˙š˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙˙ˆ˙–˙‹˙…˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ł˙š˙‰˙š˙“˙ß˙Î˙Ĺ˙ß˙Î˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙ł˙š˙‰˙š˙“˙ß˙Í˙Ĺ˙ß˙Î˙Ę˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙ł˙š˙‰˙š˙“˙ß˙Ě˙Ĺ˙ß˙Ě˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:ValveStation RTS Š˙ž˙“˙‰˙š˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLHELP:Hijacker-01 RTS9ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙ž˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙ß˙–˙‘˙‹˙˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙–˙‹˙ LBLMAP:MD-USA04_Hint08 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙Œ˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD-USA04_Hint09 RTS,ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙ś˙ž˙ß˙°˙˙š˙˙ž˙‹˙–˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ LBLMAP:MD-USA04_Hint10 RTS8ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙ˆ˙š˙“˙“˙Œ˙ LBLMAP:MD-USA04_Hint11 RTSAś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙­˙ž˙›˙–˙˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:MD-USA06Warning17 RTS^¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙”˙‘˙˙ˆ˙‘˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙ž˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ő˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL"MD_GLA05-MilitaryBriefing:String_1 RTSJő˙ß˙Ť˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙ž˙Œ˙š˙ß˙˙š˙˜˙–˙‘˙Œ˙ß˙‘˙˙ˆ˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙˙Š˙˙Œ˙ LBLMAP:MD_CHI03-Title-01 RTSź˙˙˙Š˙˙˜˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙ł˙–˙˙š˙˙ž˙‹˙–˙˙‘˙Ř˙ LBL%MAP:MD_CHI03-Info-MissionObjective-01 RTSx˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙‹˙˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙ß˙Š˙‘˙‹˙–˙“˙ß˙ˆ˙š˙ß˙Œ˙Š˙œ˙œ˙š˙š˙›˙ LBL%MAP:MD_CHI03-Info-MissionObjective-02 RTSTś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ś˙™˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙˙š˙ž˙œ˙—˙š˙Œ˙ß˙Ď˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBL%MAP:MD_CHI03-Info-MissionObjective-03 RTSRś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ LBL%MAP:MD_CHI03-Info-MissionObjective-10 RTSqś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙ő˙ß˙ą˙˙ˆ˙ß˙š˙‡˙‹˙š˙˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBL(MAP:MD_CHI03-Event-Built-SpeakerTower-01 RTSOś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙–˙Œ˙ß˙Ź˙˙š˙ž˙”˙š˙˙ß˙Ť˙˙ˆ˙š˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ LBL0CONTROLBAR:Tank_TooltipUpgradeChinaUraniumShells RTS,Ô˙Í˙Ę˙Ú˙ß˙Œ˙—˙˙‹˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙‘˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙ş˙’˙˙š˙˙˙˙ LBL%CONTROLBAR:ToolTipGLAUpgradeBuggyAmmo RTSÔ˙Î˙Ď˙Ď˙Ú˙ß˙­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ß˙ž˙’˙’˙˙ LBL*CONTROLBAR:Chem_ToolTipGLAUpgradeAPBullets RTSÔ˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙Š˙“˙“˙š˙‹˙ß˙™˙–˙˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:BioFeatures_USA RTS˛˙°˙ž˙˝˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙ő˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙ő˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙ő˙ß˙Ź˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙ő˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙ő˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙ő˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙ő˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ LBLGUI:BioFeatures_GLA RTS‡Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ő˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙ő˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙ő˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙ő˙ß˙ź˙ž˙’˙˙Ň˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙ő˙ß˙š˙ž˙”˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙š˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙ő˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ LBLGUI:BioFeatures_China RTSaˇ˙š˙“˙–˙‡˙ß˙ő˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙ő˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ő˙ß˙š˙˙š˙‘˙…˙†˙ß˙ő˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙ß˙ő˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙ő˙ LBLGUI:BioFeatures_Pos0 RTS¸´˙–˙‘˙˜˙ß˙­˙ž˙˙‹˙˙˙Œ˙ß˙ő˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙—˙–˙‘˙˙˙”˙Œ˙ß˙ő˙ß˙ł˙ž˙Œ˙š˙˙ß˙Ż˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙ź˙˙Œ˙‹˙ß˙˙š˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙‹˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙Ź˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙ž˙‹˙ß˙ž˙ß˙“˙˙ˆ˙š˙˙ß˙˙ž˙‘˙”˙ß˙ő˙ß˙Ź˙‹˙ž˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙ő˙ß˙ą˙˙ß˙‹˙ž˙‘˙”˙Œ˙ LBLGUI:BioFeatures_Pos1 RTSŤ˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ő˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙¸˙ž˙’˙’˙ž˙ß˙ő˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙Œ˙ß˙˙š˙˜˙–˙‘˙ß˙ž˙Œ˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙š˙‹˙ž˙ LBLGUI:BioFeatures_Pos2 RTS“Ť˙ž˙‘˙”˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙Ş˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙Ť˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙”˙š˙ß˙˛˙–˙¸˙ß˙ő˙ß˙ś˙Œ˙˙‹˙˙˙š˙ß˙Ź˙‹˙ž˙˙–˙“˙–˙‹˙†˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ß˙ő˙ß˙ą˙Š˙”˙š˙ß˙˝˙˙’˙˙š˙˙ß˙ő˙ß˙Ź˙‹˙ž˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBLGUI:BioFeatures_Pos3 RTSnž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ß˙ő˙ß˙ş˙˛˙Ż˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙­˙˙›˙Œ˙ß˙ő˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙“˙š˙Œ˙Œ˙ß˙ő˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙’˙˙˙š˙ß˙ő˙ß˙ą˙˙ß˙‹˙ž˙‘˙”˙Œ˙ LBLGUI:BioFeatures_Pos4 RTSzş˙’˙˙š˙˙˙˙ß˙Ť˙ž˙‘˙”˙ß˙ő˙ß˙Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙ő˙ß˙ž˙“˙“˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ß˙ő˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙“˙š˙Œ˙Œ˙ß˙ő˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙œ˙˙Œ˙‹˙ß˙’˙˙˙š˙ß˙ő˙ß˙ą˙˙ß˙ą˙Š˙”˙š˙ß˙˙˙ß˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBLGUI:BioFeatures_Pos5 RTSvł˙ž˙Œ˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙ő˙ß˙ł˙ž˙Œ˙š˙˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙Ť˙Š˙˙˙š˙‹˙ß˙ő˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙“˙š˙Œ˙Œ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ź˙˙“˙›˙ß˙š˙Š˙Œ˙–˙˙‘˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙ß˙ő˙ß˙ą˙˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙Œ˙ LBLGUI:BioFeatures_Pos6 RTSČž˙“˙“˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙ź˙ž˙’˙˙Ň˙ą˙š˙‹˙‹˙š˙›˙ß˙ő˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙ź˙ž˙’˙˙Ň˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙ő˙ß˙Ź˙‹˙ž˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙ß˙ő˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙ß˙–˙Œ˙ß˙ž˙“˙ˆ˙ž˙†˙Œ˙ß˙œ˙“˙˙ž˙”˙š˙›˙ß˙ő˙ß˙¸˙ž˙–˙‘˙Œ˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙Ź˙˙˙‘˙š˙˙ß˙ő˙ß˙ź˙ž˙‘˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙˛˙˙˙š˙ß˙°˙™˙‹˙š˙‘˙ LBLGUI:BioFeatures_Pos7 RTSĂž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙˙˙˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙ő˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ˇ˙š˙“˙–˙‡˙ß˙ő˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙ő˙ß˙š˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ß˙ő˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙—˙ž˙œ˙”˙Œ˙ß˙™˙ž˙Œ˙‹˙š˙˙ß˙ő˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙—˙ž˙œ˙”˙ß˙™˙ž˙Œ˙‹˙š˙˙ß˙ő˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙ő˙ß˙ž˙“˙“˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBLGUI:BioFeatures_Pos8 RTS˛ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ß˙ő˙ß˙Ź˙Š˙–˙œ˙–˙›˙š˙ß˙˝˙˙’˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙›˙˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙ő˙ß˙Ź˙‹˙ž˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙ő˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙˙š˙˜˙–˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙ő˙ß˙ą˙˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙“˙š˙Œ˙Œ˙ LBLGUI:BioFeatures_Pos9 RTS‰Ş˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙ő˙ß˙ž˙“˙“˙ß˙—˙š˙˙˙š˙Œ˙ß˙ő˙ß˙ž˙“˙“˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙ő˙ß˙ť˙–˙‰˙š˙˙Œ˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙ő˙ß˙Ş˙‘˙–˙‹˙Œ˙ß˙›˙˙ž˙ˆ˙‘˙ß˙™˙˙˙’˙ß˙ž˙“˙“˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ LBLGUI:BioFeatures_Pos10 RTS Š˙‘˙–˙’˙˙“˙š˙’˙š˙‘˙‹˙š˙›˙ LBLGUI:BioFeatures_Pos11 RTS Š˙‘˙–˙’˙˙“˙š˙’˙š˙‘˙‹˙š˙›˙ LBL.DIALOGEVENT:Taunts_AirTrafficControl01Subtitle RTSŐ˙Ő˙Ő˙ LBL%DIALOGEVENT:Taunts_Stealth107Subtitle RTSŐ˙Ő˙Ő˙ LBL%DIALOGEVENT:Taunts_Stealth105Subtitle RTSŐ˙Ő˙Ő˙ LBL%DIALOGEVENT:Taunts_Stealth106Subtitle RTSŐ˙Ő˙Ő˙ LBLGUI:GroupRoom14 RTS°˙˙–˙˜˙–˙‘˙ž˙“˙ß˙ž˙˙’˙–˙š˙Œ˙ß˙°˙‘˙“˙†˙ LBLOBJECT:MissileSilo RTS ˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBLOBJECT:ScudLauncherHiDef RTS Ź˙œ˙Š˙›˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ LBL&OBJECT:CINE_SnowyMountainParticleBones RTSŃ˙ LBL&OBJECT:CINE_SnowyMountainScrollingSnow RTSŹ˙‘˙˙ˆ˙ LBLOBJECT:CINE_SnowyMountainStatic RTS˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ LBLOBJECT:CINE_TreeBirds RTS˝˙–˙˙›˙Œ˙ LBLTOOLTIP:NoUserMaps RTS5Ş˙‘˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙’˙ž˙˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙–˙‘˙ß˙­˙š˙œ˙˙˙›˙ß˙Ź˙‹˙ž˙‹˙Œ˙ß˙˜˙ž˙’˙š˙Œ˙ LBLGUI:FireWallPort RTSš˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙Ż˙˙˙‹˙ß˙°˙‰˙š˙˙˙–˙›˙š˙Ĺ˙ LBLTOOLTIP:FireWallPort RTS°˙˙š˙‘˙ß˙š˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙Ż˙˙˙‹˙ß˙ą˙Š˙’˙˙š˙˙ LBL9CONTROLBAR:Tank_TooltipUpgradeChinaOverlordGattlingCannon RTS'˝˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ş˙’˙˙š˙˙˙˙ LBLOBJECT:Tank_Overlord RTSş˙’˙˙š˙˙˙˙ LBL GUI:USAAllies RTS Ş˙Ź˙ž˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBLGUI:USAEnemies RTS Ş˙Ź˙ž˙ß˙ş˙‘˙š˙’˙–˙š˙Œ˙ LBLOBJECT:BigNuclearReactor RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLCONTROLBAR:SabotageBuilding RTSŹ˙ž˙˙˙‹˙ž˙˜˙š˙ß˙Ů˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL%CONTROLBAR:ToolTipGLASabotageBuilding RTScź˙ž˙‘˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ş˙‘˙š˙’˙†˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ LBLSCIENCE:Nuke_ChinaCarpetBomb RTS ą˙Š˙”˙š˙ß˙˝˙˙’˙˙š˙˙ LBL$CONTROLBAR:Demo_ConstructGLADemoTrap RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ů˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBL(CONTROLBAR:Nuke_ConstructChinaPowerPlant RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ů˙­˙š˙ž˙œ˙‹˙˙˙ LBL1CONTROLBAR:SupW_UpgradeAmericaAdvancedControlRods RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ů˙ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ LBLCONTROLBAR:Nuke_CarpetBomb RTS ą˙Š˙Ů˙”˙š˙ß˙˝˙˙’˙˙š˙˙ LBLOBJECT:Nuke_NuclearReactor RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLOBJECT:Demo_DemoTrap RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBL+CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant RTSXž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙ß˙˙‰˙š˙˙“˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙˙˙˙‰˙–˙›˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Î˙Ç˙ LBL-CONTROLBAR:Nuke_ToolTipChinaScienceCarpetBomb RTSož˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙—˙š˙ž˙‰˙†˙ß˙˙˙’˙˙š˙˙ß˙‹˙˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‘˙Š˙”˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL!CONTROLBAR:Nuke_TooltipCarpetBomb RTS,ą˙Š˙”˙š˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ě˙Ĺ˙Ď˙Ď˙ LBLGUI:FastForwardInstructions RTSŻ˙˙š˙Œ˙Œ˙ß˙š˙ß˙‹˙˙ß˙‹˙˙˜˙˜˙“˙š˙ß˙š˙ž˙Œ˙‹˙ß˙š˙˙˙ˆ˙ž˙˙›˙ LBL GUI:FF_ON RTSš˙ž˙Œ˙‹˙ß˙š˙˙˙ˆ˙ž˙˙›˙ß˙–˙Œ˙ß˙˙‘˙ LBL GUI:FF_OFF RTSš˙ž˙Œ˙‹˙ß˙š˙˙˙ˆ˙ž˙˙›˙ß˙–˙Œ˙ß˙˙™˙™˙ LBLCONTROLBAR:LeafletDropShort RTS ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ LBLCONTROLBAR:SneakAttackShort RTS Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:TankParadropShort RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ LBLOBJECT:Nuke_CarpetBomb RTS ą˙Š˙”˙š˙ß˙˝˙˙’˙˙š˙˙ LBL)CONTROLBAR:Slth_ConstructGLAInfantryRebel RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙­˙š˙Ů˙˙š˙“˙ LBLGUI:AdjustGameSpeed RTSž˙›˙•˙Š˙Œ˙‹˙ß˙¸˙ž˙’˙š˙ß˙Ź˙˙š˙š˙›˙ LBLGUI:SkirmishLower RTSŹ˙”˙–˙˙’˙–˙Œ˙—˙ LBL GUI:Refresh RTS­˙š˙™˙˙š˙Œ˙—˙ LBLCONTROLBAR:MOAB RTS˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙Ů˙˝˙˙’˙˙Œ˙ LBLMAP:TournamentPlains RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ż˙“˙ž˙–˙‘˙Œ˙ LBL MAP:DarkNight RTS ť˙ž˙˙”˙ß˙ą˙–˙˜˙—˙‹˙ LBLMAP:TournamentUrban RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ş˙˙˙ž˙‘˙ LBL MAP:TwoRoads RTS Ť˙ˆ˙˙ß˙­˙˙ž˙›˙Œ˙ LBL&CONTROLBAR:Chem_TooltipFireRebelAmbush RTS.ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙˙‡˙–˙‘˙ß˙˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL%CONTROLBAR:AirF_ToolTipUSABuildAurora RTSŤŹ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙ž˙”˙š˙Œ˙ß˙ž˙Š˙˙˙˙ž˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙Œ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ž˙Š˙˙˙˙ž˙ß˙Œ˙˙š˙š˙›˙ß˙–˙Œ˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙‹˙˙ß˙Ę˙Ď˙Ú˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL,CONTROLBAR:Chem_ToolTipGLAScienceRebelAmbush RTS­ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙˙™˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Ç˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Î˙É˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCREDITS:PackagingProjectManager RTSŻ˙ž˙œ˙”˙ž˙˜˙–˙‘˙˜˙ß˙Ż˙˙˙•˙š˙œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:PackagingDesign RTSŻ˙ž˙œ˙”˙ž˙˜˙–˙‘˙˜˙ß˙ť˙š˙Œ˙–˙˜˙‘˙ LBLCREDITS:DocumentationLayout RTSť˙˙œ˙Š˙’˙š˙‘˙‹˙ž˙‹˙–˙˙‘˙ß˙ł˙ž˙†˙˙Š˙‹˙ LBLCREDITS:DocumentationEditor RTSť˙˙œ˙Š˙’˙š˙‘˙‹˙ž˙‹˙–˙˙‘˙ß˙ş˙›˙–˙‹˙˙˙ LBLCREDITS:Writer RTS¨˙˙–˙‹˙š˙˙ LBLCREDITS:Studio RTSŹ˙‹˙Š˙›˙–˙˙ LBLCREDITS:ChineseLanguageTester RTSź˙—˙–˙‘˙š˙Œ˙š˙ß˙ł˙ž˙‘˙˜˙Š˙ž˙˜˙š˙ß˙Ť˙š˙Œ˙‹˙š˙˙ LBLCREDITS:Marketing RTS ˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ LBLCREDITS:QuotedTraducoes RTSŽ˙Š˙˙‹˙š˙›˙ß˙Ť˙˙ž˙›˙Š˙˙ ˙š˙Œ˙ LBLCREDITS:ClementDuval RTS ź˙“˙˙’˙š˙‘˙‹˙ß˙ť˙Š˙‰˙ž˙“˙ LBLCREDITS:JoseLuisRovira RTSľ˙˙Œ˙˙ß˙ł˙Š˙–˙Œ˙ß˙­˙˙‰˙–˙˙ž˙ LBLCREDITS:ExecutiveProducer RTSş˙‡˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:TechnicalDirection RTSŤ˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ß˙ť˙–˙˙š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:LeadArtists RTS ł˙š˙ž˙›˙ß˙ž˙˙‹˙–˙Œ˙‹˙Œ˙ LBLCREDITS:QualityAssurance RTSŽ˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ LBLCREDITS:TestAnalysts RTS Ť˙š˙Œ˙‹˙ß˙ž˙‘˙ž˙“˙†˙Œ˙‹˙Œ˙ LBL)CREDITS:TiburonAdditionalQualityAssurance RTS$Ť˙–˙˙Š˙˙˙‘˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ LBLCREDITS:LocalizationBrazil RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˝˙˙ž˙…˙–˙“˙ LBLCREDITS:TranslationServices RTSŤ˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙Œ˙ LBLCREDITS:TranslationCoordinator RTSŤ˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:LTCoordinator RTSł˙Ť˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:RecordingStudio RTS­˙š˙œ˙˙˙›˙–˙‘˙˜˙ß˙Ź˙‹˙Š˙›˙–˙˙ LBL(CREDITS:EAWorldwideDevelopmentExecutives RTS#ş˙ž˙ß˙¨˙˙˙“˙›˙ˆ˙–˙›˙š˙ß˙ť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙ş˙‡˙š˙œ˙Š˙‹˙–˙‰˙š˙Œ˙ LBLCREDITS:SpecialThanks RTSŹ˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ LBLCREDITS:EAPacificDevTeam3 RTSť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙Ť˙š˙ž˙’˙ LBL CREDITS:NACustomerQualityControl RTSą˙ž˙ß˙ź˙Š˙Œ˙‹˙˙’˙š˙˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ź˙˙‘˙‹˙˙˙“˙ LBL4CONTROLBAR:SupW_TooltipUSAUpgradeAdvancedControlRods RTS ­˙š˙ž˙œ˙‹˙˙˙ß˙˙˙˙‰˙–˙›˙š˙Œ˙ß˙Ě˙Ď˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ LBL-CONTROLBAR:AirF_ToolTipUSABuildStealthFighter RTSyŹ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ő˙ß˙ş˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Ż˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙ł˙ž˙Œ˙š˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙š˙‘˙š˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙ LBLGUI:RetaliationTitle RTS ­˙š˙‹˙ž˙“˙–˙ž˙‹˙–˙˙‘˙ LBLGUI:Retaliation RTSeŤ˙˙˜˙˜˙“˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙˙™˙™˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙™˙˙˙’˙ß˙˙š˙‹˙ž˙“˙–˙ž˙‹˙–˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ LBLCREDITS:LocalizationChinese RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ LBL MAP:Breakdown RTS ˝˙˙š˙ž˙”˙›˙˙ˆ˙‘˙ LBLMAP:BulletMassacre RTS˝˙Š˙“˙“˙š˙‹˙ß˙˛˙ž˙Œ˙Œ˙ž˙œ˙˙š˙ LBLMAP:CarnageCityLimits RTSź˙ž˙˙‘˙ž˙˜˙š˙ß˙ź˙–˙‹˙†˙ß˙ł˙–˙’˙–˙‹˙Œ˙ LBL MAP:Cityscape RTS ź˙–˙‹˙†˙Œ˙œ˙ž˙˙š˙ LBLMAP:CivilUnrest RTS ź˙–˙‰˙–˙“˙ß˙Ş˙‘˙˙š˙Œ˙‹˙ LBLMAP:CottageCheese RTSź˙˙‹˙‹˙ž˙˜˙š˙ß˙ź˙—˙š˙š˙Œ˙š˙ LBLMAP:DeathValley RTS ť˙š˙ž˙‹˙—˙ß˙Š˙ž˙“˙“˙š˙†˙ LBL MAP:DogsOfWar RTS ť˙˙˜˙Œ˙ß˙˙™˙ß˙¨˙ž˙˙ LBLMAP:DoorToDoor RTS ť˙˙˙˙ß˙‹˙˙ß˙ť˙˙˙˙ LBLMAP:FarmersFrenzy RTSš˙ž˙˙’˙š˙˙Œ˙ß˙š˙˙š˙‘˙…˙†˙ LBL MAP:Firestorm RTS š˙–˙˙š˙Œ˙‹˙˙˙’˙ LBLMAP:FlakAttack RTS š˙“˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL MAP:FlankTown RTS š˙“˙ž˙‘˙”˙ß˙Ť˙˙ˆ˙‘˙ LBL MAP:Flashbang RTS š˙“˙ž˙Œ˙—˙ß˙˝˙ž˙‘˙˜˙ LBL MAP:FoxHunt RTSš˙˙‡˙ß˙ˇ˙Š˙‘˙‹˙ LBL MAP:GhostTown RTS ¸˙—˙˙Œ˙‹˙ß˙Ť˙˙ˆ˙‘˙ LBL MAP:HighRoad RTS ˇ˙–˙˜˙—˙ß˙­˙˙ž˙›˙ LBLMAP:HighlandHunt RTS ˇ˙–˙˜˙—˙“˙ž˙‘˙›˙ß˙ˇ˙Š˙‘˙‹˙ LBLMAP:HostileDawn RTS ˇ˙˙Œ˙‹˙–˙“˙š˙ß˙ť˙ž˙ˆ˙‘˙ LBLMAP:IslandInTheZone RTSś˙Œ˙“˙ž˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ľ˙˙‘˙š˙ LBLMAP:JungleRebellion RTSľ˙Š˙‘˙˜˙“˙š˙ß˙­˙š˙˙š˙“˙“˙–˙˙‘˙ LBL MAP:LARiot RTS ł˙Ń˙ž˙Ń˙ß˙­˙–˙˙‹˙ LBLMAP:Liberation RTS ł˙–˙˙š˙˙ž˙‹˙–˙˙‘˙ LBL MAP:LongNight RTS ł˙˙‘˙˜˙ß˙ą˙–˙˜˙—˙‹˙ LBLMAP:ManicAggression RTS˛˙ž˙‘˙–˙œ˙ß˙ž˙˜˙˜˙˙š˙Œ˙Œ˙–˙˙‘˙ LBL MAP:Marshland RTS ˛˙ž˙˙Œ˙—˙“˙ž˙‘˙›˙ LBL MAP:Mirage RTS˛˙–˙˙ž˙˜˙š˙ LBLMAP:PanicDemise RTS Ż˙ž˙‘˙–˙œ˙ß˙ť˙š˙’˙–˙Œ˙š˙ LBL MAP:PowerPlay RTS Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙†˙ LBL MAP:RedRock RTS­˙š˙›˙ß˙­˙˙œ˙”˙ LBLMAP:RubbleTown RTS ­˙Š˙˙˙“˙š˙ß˙Ť˙˙ˆ˙‘˙ LBLMAP:SeasideMutiny RTSŹ˙š˙ž˙Œ˙–˙›˙š˙ß˙˛˙Š˙‹˙–˙‘˙†˙ LBLMAP:ShellShocker RTS Ź˙—˙š˙“˙“˙ß˙Ź˙—˙˙œ˙”˙š˙˙ LBLMAP:Shellshock RTS Ź˙—˙š˙“˙“˙Œ˙—˙˙œ˙”˙ LBLMAP:ShockAndAwe RTS Ź˙—˙˙œ˙”˙ß˙ž˙‘˙›˙ß˙ž˙ˆ˙š˙ LBL MAP:Shockwave RTS Ź˙—˙˙œ˙”˙ˆ˙ž˙‰˙š˙ LBLMAP:SniperDuel RTS Ź˙‘˙–˙˙š˙˙ß˙ť˙Š˙š˙“˙ LBLMAP:TheFrontline RTS Ť˙—˙š˙ß˙š˙˙˙‘˙‹˙“˙–˙‘˙š˙ LBLMAP:TournamentBeach RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙˝˙š˙ž˙œ˙—˙ LBLMAP:TournamentCanyon RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙œ˙ž˙‘˙†˙˙‘˙ LBLMAP:TournamentDesolate RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ť˙š˙Œ˙˙“˙ž˙‹˙š˙ LBLMAP:TournamentForest RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙š˙˙˙š˙Œ˙‹˙ LBLMAP:TournamentIceStorm RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ś˙œ˙š˙ß˙Ź˙‹˙˙˙’˙ LBLMAP:TournamentTactics RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ť˙ž˙œ˙‹˙–˙œ˙Œ˙ LBLMAP:TournamentTown RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ť˙˙ˆ˙‘˙ LBLMAP:TournamentValley RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Š˙ž˙“˙“˙š˙†˙ LBL MAP:UnholyWar RTS Ş˙‘˙—˙˙“˙†˙ß˙¨˙ž˙˙ LBL MAP:Unstable RTSŞ˙‘˙Œ˙‹˙ž˙˙“˙š˙ LBLMAP:UrbanUprising RTSŞ˙˙˙ž˙‘˙ß˙Ş˙˙˙–˙Œ˙–˙‘˙˜˙ LBLMAP:VictoryOutlook RTSŠ˙–˙œ˙‹˙˙˙†˙ß˙°˙Š˙‹˙“˙˙˙”˙ LBLMAP:VictoryRoad RTS Š˙–˙œ˙‹˙˙˙†˙ß˙­˙˙ž˙›˙ LBLMAP:NorthAmerica RTS ą˙˙˙‹˙—˙ß˙ž˙’˙š˙˙–˙œ˙ž˙ LBLMAP:Floodplains RTS š˙“˙˙˙›˙˙“˙ž˙–˙‘˙Œ˙ LBLMAP:TournamentA RTS Ť˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ž˙ LBLMAP:TournamentB RTS Ť˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙˝˙ LBL MAP:Defcon6 RTSť˙š˙™˙œ˙˙‘˙ß˙É˙ LBL.CONTROLBAR:AirF_TooltipUSAUpgradeLaserMissiles RTS7­˙ž˙˙‹˙˙˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙›˙˙ß˙Ô˙Î˙Í˙Ú˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL+CONTROLBAR:AirF_ToolTipUSAScienceCarpetBomb RTSaž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙˝˙Í˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙˝˙˙’˙˙š˙˙ß˙‹˙˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCAMPAIGN:CHALLENGE_9 RTS˝˙˙Œ˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBL Color:Black RTS˝˙“˙ž˙œ˙”˙ LBL Color:White RTS¨˙—˙–˙‹˙š˙ LBLGUI:SupW_CruiseMissile RTSś˙ź˙˝˙˛˙;////////////////////////////////////////////////////////////////////////////// ;FILE: Campaign.ini (SYSTEM) ////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ; Campaign INI file Layout ; As this is Generals specific there has to be three Campaigns already included in this file ; (there can be more,but they will be ignored) ; Please follow the example of the campaigns/missions that are aready included in this file ; for a template, if you need help, give me a call, (Chris x36840). Campaign TRAINING CampaignNameLabel CAMPAIGN:TRAINING FirstMission Mission01 Mission Mission01 Map Maps\Training01\Training01.map IntroMovie TrainingCampaign ObjectiveLine0 GUI:Objectives: ObjectiveLine1 LOAD:TRAINING_1 ObjectiveLine2 LOAD:TRAINING_2 ObjectiveLine3 LOAD:TRAINING_3 ;ObjectiveLine4 LOAD:GLA08_2 BriefingVoice BriefingUSATraining UnitNames0 OBJECT:Ranger UnitNames1 OBJECT:Humvee UnitNames2 OBJECT:Crusader LocationNameLabel OBJECT:Mazar VoiceLength = 17 END END Campaign CHALLENGE_0 CampaignNameLabel CAMPAIGN:CHALLENGE_0 FirstMission Mission01 FinalVictoryMovie USACampaignVictory IsChallengeCampaign yes PlayerFaction FactionAmericaAirForceGeneral Mission Mission01 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos3 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_1 CampaignNameLabel CAMPAIGN:CHALLENGE_1 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos3 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_2 CampaignNameLabel CAMPAIGN:CHALLENGE_2 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos3 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_3 CampaignNameLabel CAMPAIGN:CHALLENGE_3 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_4 CampaignNameLabel CAMPAIGN:CHALLENGE_4 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos3 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_5 CampaignNameLabel CAMPAIGN:CHALLENGE_5 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos3 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_6 CampaignNameLabel CAMPAIGN:CHALLENGE_6 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos3 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_7 CampaignNameLabel CAMPAIGN:CHALLENGE_7 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos3 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission08 END Mission Mission08 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_8 CampaignNameLabel CAMPAIGN:CHALLENGE_8 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos3 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission08 END Mission Mission08 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign CHALLENGE_9 CampaignNameLabel CAMPAIGN:CHALLENGE_9 FirstMission Mission01 IsChallengeCampaign yes Mission Mission01 Map Maps\GC_TankGeneral\GC_TankGeneral.map GeneralName GUI:BioNameEntry_Pos4 IntroMovie GeneralsChallengeBackground NextMission Mission02 END Mission Mission02 Map Maps\GC_AirGeneral\GC_AirGeneral.map GeneralName GUI:BioNameEntry_Pos0 IntroMovie GeneralsChallengeBackground NextMission Mission03 END Mission Mission03 Map Maps\GC_ChemGeneral\GC_ChemGeneral.map GeneralName GUI:BioNameEntry_Pos1 IntroMovie GeneralsChallengeBackground NextMission Mission04 END Mission Mission04 Map Maps\GC_LaserGeneral\GC_LaserGeneral.map GeneralName GUI:BioNameEntry_Pos5 IntroMovie GeneralsChallengeBackground NextMission Mission05 END Mission Mission05 Map Maps\GC_Stealth\GC_Stealth.map GeneralName GUI:BioNameEntry_Pos6 IntroMovie GeneralsChallengeBackground NextMission Mission06 END Mission Mission06 Map Maps\GC_NukeGeneral\GC_NukeGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission07 END Mission Mission07 Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map GeneralName GUI:BioNameEntry_Pos2 IntroMovie GeneralsChallengeBackground NextMission Mission08 END Mission Mission08 Map Maps\GC_ChinaBoss\GC_ChinaBoss.map GeneralName GUI:BioNameEntry_Pos9 IntroMovie GeneralsChallengeBackground END END Campaign MD_USA_1_DEMO CampaignNameLabel CAMPAIGN:MD_USA_1_DEMO FirstMission Mission01 Mission Mission01 Map Maps\MD_USA01\MD_USA01.map ; IntroMovie END END Campaign MD_USA_2_DEMO CampaignNameLabel CAMPAIGN:MD_USA_2_DEMO FirstMission Mission01 Mission Mission01 Map Maps\MD_USA02\MD_USA02.map ; IntroMovie END END Campaign MD_GLA_3_DEMO CampaignNameLabel CAMPAIGN:MD_GLA_3_DEMO FirstMission Mission01 Mission Mission01 Map Maps\MD_GLA03\MD_GLA03.map ; IntroMovie END END Campaign MD_CAMPEA_DEMO CampaignNameLabel CAMPAIGN:MD_CAMPEA_DEMO FirstMission Mission01 Mission Mission01 Map Maps\CampEADemo\CampEADemo.map ; IntroMovie END END Campaign USA CampaignNameLabel CAMPAIGN:USA FirstMission Mission01 ; FinalVictoryMovie USACampaignVictory Mission Mission01 Map Maps\MD_USA01\MD_USA01.map IntroMovie MD_USA01 NextMission Mission02 END Mission Mission02 Map Maps\MD_USA02\MD_USA02.map IntroMovie MD_USA02 NextMission Mission03 END Mission Mission03 Map Maps\MD_USA03\MD_USA03.map IntroMovie MD_USA03 NextMission Mission04 END Mission Mission04 Map Maps\MD_USA04\MD_USA04.map IntroMovie MD_USA04 NextMission Mission05 END Mission Mission05 Map Maps\MD_USA05\MD_USA05.map IntroMovie MD_USA05 END END Campaign GLA CampaignNameLabel CAMPAIGN:GLA FirstMission Mission01 ; FinalVictoryMovie GLACampaignVictory Mission Mission01 Map Maps\MD_GLA01\MD_GLA01.map IntroMovie MD_GLA01 NextMission Mission02 END Mission Mission02 Map Maps\MD_GLA02\MD_GLA02.map IntroMovie MD_GLA02 NextMission Mission03 END Mission Mission03 Map Maps\MD_GLA03\MD_GLA03.map IntroMovie MD_GLA03 NextMission Mission04 END Mission Mission04 Map Maps\MD_GLA04\MD_GLA04.map IntroMovie MD_GLA04 NextMission Mission05 END Mission Mission05 Map Maps\MD_GLA05\MD_GLA05.map IntroMovie MD_GLA05 END END Campaign China CampaignNameLabel CAMPAIGN:China FirstMission Mission01 ; FinalVictoryMovie ChinaCampaignVictory Mission Mission01 Map Maps\MD_CHI01\MD_CHI01.map IntroMovie MD_China01 NextMission Mission02 END Mission Mission02 Map Maps\MD_CHI02\MD_CHI02.map IntroMovie MD_China02 NextMission Mission03 END Mission Mission03 Map Maps\MD_CHI03\MD_CHI03.map IntroMovie MD_China03 NextMission Mission04 END Mission Mission04 Map Maps\MD_CHI04\MD_CHI04.map IntroMovie MD_China04 NextMission Mission05 END Mission Mission05 Map Maps\MD_CHI05\MD_CHI05.map IntroMovie MD_China05 END END ;////////////////////////////////////////////////////////////////////////////// ;FILE: ChallengeMode.ini ////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ; ; This file contains setup data for the Generals' Challenge Mode setup and load screens. ; Steve Copeland 6/23/03 ; ; ; A general must exist for 0 through NUM_GENERALS, as defined in ChallengeGenerals.cpp. ; These are mapped to buttons representing geographical locations (see ChallengeMode.wnd). ; ChallengeGenerals GeneralPersona0 PlayerTemplate = FactionAmericaAirForceGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos0 BioDOBString = GUI:BioDOBEntry_Pos0 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos0 BioStrategyString = GUI:BioStrategyEntry_Pos0 BioRankString = GUI:BioRankEntry_Pos0 BioBranchString = GUI:BioBranchEntry_Pos0 BioClassNumberString = GUI:BioClassNumber_Pos0 BioPortraitSmall = PAAirGen_S BioPortraitLarge = PAAirGen PortraitMovieLeftName = PortraitAirGenLeft PortraitMovieRightName = PortraitAirGenRight DefeatedImage = PAAirGen_L VictoriousImage = PAAirGen_W DefeatedString = GUI:BioDefeatedEntry_Pos0 VictoriousString = GUI:BioVictoriousEntry_Pos0 SelectionSound = Taunts_Grainger009 PreviewSound = Taunts_GCAnnouncer07 TauntSound1 =Taunts_Grainger061 TauntSound2 =Taunts_Grainger062 TauntSound3 =Taunts_Grainger063 WinSound =Taunts_Grainger064 LossSound =Taunts_Grainger065 NameSound = Taunts_GCAnnouncer14 Campaign = CHALLENGE_0 END GeneralPersona1 PlayerTemplate = FactionGLAToxinGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos1 BioDOBString = GUI:BioDOBEntry_Pos1 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos1 BioStrategyString = GUI:BioStrategyEntry_Pos1 BioRankString = GUI:BioRankEntry_Pos1 BioBranchString = GUI:BioBranchEntry_Pos1 BioClassNumberString = GUI:BioClassNumber_Pos1 BioPortraitSmall = PUThraxGen_S BioPortraitLarge = PUThraxGen PortraitMovieLeftName = PortraitDrThraxLeft PortraitMovieRightName = PortraitDrThraxRight DefeatedImage = PUThraxGen_L VictoriousImage = PUThraxGen_W DefeatedString = GUI:BioDefeatedEntry_Pos1 VictoriousString = GUI:BioVictoriousEntry_Pos1 PreviewSound = Taunts_GCAnnouncer09 SelectionSound =Taunts_Toxin015 TauntSound1 =Taunts_Toxin097 TauntSound2 =Taunts_Toxin098 TauntSound3 =Taunts_Toxin099 WinSound =Taunts_Toxin100 LossSound =Taunts_Toxin101 NameSound = Taunts_GCAnnouncer17 Campaign = CHALLENGE_1 END GeneralPersona2 PlayerTemplate = FactionChinaNukeGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos2 BioDOBString = GUI:BioDOBEntry_Pos2 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos2 BioStrategyString = GUI:BioStrategyEntry_Pos2 BioRankString = GUI:BioRankEntry_Pos2 BioBranchString = GUI:BioBranchEntry_Pos2 BioClassNumberString = GUI:BioClassNumber_Pos2 BioPortraitSmall = PNNukeGen_S BioPortraitLarge = PNNukeGen PortraitMovieLeftName = PortraitNukeGenLeft PortraitMovieRightName = PortraitNukeGenRight DefeatedImage = PNNukeGen_L VictoriousImage = PNNukeGen_W DefeatedString = GUI:BioDefeatedEntry_Pos2 VictoriousString = GUI:BioVictoriousEntry_Pos2 PreviewSound = Taunts_GCAnnouncer06 SelectionSound =Taunts_Nuke059 TauntSound1 =Taunts_Nuke060 TauntSound2 =Taunts_Nuke061 TauntSound3 =Taunts_Nuke061 WinSound =Taunts_Nuke062 LossSound =Taunts_Nuke063 NameSound = Taunts_GCAnnouncer19 Campaign = CHALLENGE_2 END GeneralPersona3 PlayerTemplate = FactionAmericaSuperWeaponGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos3 BioDOBString = GUI:BioDOBEntry_Pos3 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos3 BioStrategyString = GUI:BioStrategyEntry_Pos3 BioRankString = GUI:BioRankEntry_Pos3 BioBranchString = GUI:BioBranchEntry_Pos3 BioClassNumberString = GUI:BioClassNumber_Pos3 BioPortraitSmall = PASuperwpnGen_S BioPortraitLarge = PASuperwpnGen PortraitMovieLeftName = PortraitSuperGenLeft PortraitMovieRightName = PortraitSuperGenRight DefeatedImage = PASuperwpnGen_L VictoriousImage = PASuperwpnGen_W DefeatedString = GUI:BioDefeatedEntry_Pos3 VictoriousString = GUI:BioVictoriousEntry_Pos3 PreviewSound = Taunts_GCAnnouncer08 SelectionSound =Taunts_Turtle004 TauntSound1 =Taunts_Turtle097 TauntSound2 =Taunts_Turtle098 TauntSound3 =Taunts_Turtle099 WinSound =Taunts_Turtle100 LossSound =Taunts_Turtle101 NameSound = Taunts_GCAnnouncer15 Campaign = CHALLENGE_3 END GeneralPersona4 PlayerTemplate = FactionChinaTankGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos4 BioDOBString = GUI:BioDOBEntry_Pos4 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos4 BioStrategyString = GUI:BioStrategyEntry_Pos4 BioRankString = GUI:BioRankEntry_Pos4 BioBranchString = GUI:BioBranchEntry_Pos4 BioClassNumberString = GUI:BioClassNumber_Pos4 BioPortraitSmall = PNTankGen_S BioPortraitLarge = PNTankGen PortraitMovieLeftName = PortraitTankGenLeft PortraitMovieRightName = PortraitTankGenRight DefeatedImage = PNTankGen_L VictoriousImage = PNTankGen_W DefeatedString = GUI:BioDefeatedEntry_Pos4 VictoriousString = GUI:BioVictoriousEntry_Pos4 PreviewSound = Taunts_GCAnnouncer04 SelectionSound =Taunts_Tank092 TauntSound1 =Taunts_Tank093 TauntSound2 =Taunts_Tank094 TauntSound3 =Taunts_Tank095 WinSound =Taunts_Tank096 LossSound =Taunts_Tank097 NameSound = Taunts_GCAnnouncer20 Campaign = CHALLENGE_4 END GeneralPersona5 PlayerTemplate = FactionAmericaLaserGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos5 BioDOBString = GUI:BioDOBEntry_Pos5 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos5 BioStrategyString = GUI:BioStrategyEntry_Pos5 BioRankString = GUI:BioRankEntry_Pos5 BioBranchString = GUI:BioBranchEntry_Pos5 BioClassNumberString = GUI:BioClassNumber_Pos5 BioPortraitSmall = PALaserGen_S BioPortraitLarge = PALaserGen PortraitMovieLeftName = PortraitLaserGenLeft PortraitMovieRightName = PortraitLaserGenRight DefeatedImage = PALaserGen_L VictoriousImage = PALaserGen_W DefeatedString = GUI:BioDefeatedEntry_Pos5 VictoriousString = GUI:BioVictoriousEntry_Pos5 PreviewSound = Taunts_GCAnnouncer10 SelectionSound =Taunts_Laser091 TauntSound1 =Taunts_Laser092 TauntSound2 =Taunts_Laser093 TauntSound3 =Taunts_Laser094 WinSound =Taunts_Laser095 LossSound =Taunts_Laser096 NameSound = Taunts_GCAnnouncer13 Campaign = CHALLENGE_5 END GeneralPersona6 PlayerTemplate = FactionGLAStealthGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos6 BioDOBString = GUI:BioDOBEntry_Pos6 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos6 BioStrategyString = GUI:BioStrategyEntry_Pos6 BioRankString = GUI:BioRankEntry_Pos6 BioBranchString = GUI:BioBranchEntry_Pos6 BioClassNumberString = GUI:BioClassNumber_Pos6 BioPortraitSmall = PUStealth_S BioPortraitLarge = PUStealth PortraitMovieLeftName = PortraitStealthGenLeft PortraitMovieRightName = PortraitStealthGenRight DefeatedImage = PUStealth_L VictoriousImage = PUStealth_W DefeatedString = GUI:BioDefeatedEntry_Pos6 VictoriousString = GUI:BioVictoriousEntry_Pos6 PreviewSound = Taunts_GCAnnouncer03 SelectionSound =Taunts_Stealth096 TauntSound1 =Taunts_Stealth097 TauntSound2 =Taunts_Stealth098 TauntSound3 =Taunts_Stealth099 WinSound =Taunts_Stealth100 LossSound =Taunts_Stealth101 NameSound = Taunts_GCAnnouncer16 Campaign = CHALLENGE_6 END GeneralPersona7 PlayerTemplate = FactionChinaInfantryGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos7 BioDOBString = GUI:BioDOBEntry_Pos7 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos7 BioStrategyString = GUI:BioStrategyEntry_Pos7 BioRankString = GUI:BioRankEntry_Pos7 BioBranchString = GUI:BioBranchEntry_Pos7 BioClassNumberString = GUI:BioClassNumber_Pos7 BioPortraitSmall = PNInfantryGen_S BioPortraitLarge = PNInfantryGen PortraitMovieLeftName = PortraitInfantryGenLeft PortraitMovieRightName = PortraitInfantryGenRight DefeatedImage = PNInfantryGen_L VictoriousImage = PNInfantryGen_W DefeatedString = GUI:BioDefeatedEntry_Pos7 VictoriousString = GUI:BioVictoriousEntry_Pos7 PreviewSound = Taunts_GCAnnouncer05 SelectionSound =Taunts_Infantry091 TauntSound1 =Taunts_Infantry092 TauntSound2 =Taunts_Infantry093 TauntSound3 =Taunts_Infantry094 WinSound =Taunts_Infantry095 LossSound =Taunts_Infantry096 NameSound = Taunts_GCAnnouncer21 Campaign = CHALLENGE_7 END GeneralPersona8 PlayerTemplate = FactionGLADemolitionGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos8 BioDOBString = GUI:BioDOBEntry_Pos8 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos8 BioStrategyString = GUI:BioStrategyEntry_Pos8 BioRankString = GUI:BioRankEntry_Pos8 BioBranchString = GUI:BioBranchEntry_Pos8 BioClassNumberString = GUI:BioClassNumber_Pos8 BioPortraitSmall = PUDemolGen_S BioPortraitLarge = PUDemolGen PortraitMovieLeftName = PortraitDemolitionGenLeft PortraitMovieRightName = PortraitDemolitionGenRight DefeatedImage = PUDemolGen_L VictoriousImage = PUDemolGen_W DefeatedString = GUI:BioDefeatedEntry_Pos8 VictoriousString = GUI:BioVictoriousEntry_Pos8 PreviewSound = Taunts_GCAnnouncer02 SelectionSound = Taunts_Demo089 TauntSound1 =Taunts_Demo090 TauntSound2 =Taunts_Demo091 TauntSound3 =Taunts_Demo092 WinSound =Taunts_Demo093 LossSound =Taunts_Demo094 NameSound = Taunts_GCAnnouncer18 Campaign = CHALLENGE_8 END GeneralPersona9 PlayerTemplate = FactionBossGeneral StartsEnabled = yes BioNameString = GUI:BioNameEntry_Pos9 BioDOBString = GUI:BioDOBEntry_Pos9 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos9 BioStrategyString = GUI:BioStrategyEntry_Pos9 BioRankString = GUI:BioRankEntry_Pos9 BioBranchString = GUI:BioBranchEntry_Pos9 BioClassNumberString = GUI:BioClassNumber_Pos9 BioPortraitSmall = PNBossGen_S BioPortraitLarge = PNBossGen PortraitMovieLeftName = PortraitBossGenLeft PortraitMovieRightName = PortraitBossGenRight DefeatedImage = PNBossGen_L VictoriousImage = PNBossGen_W DefeatedString = GUI:BioDefeatedEntry_Pos9 VictoriousString = GUI:BioVictoriousEntry_Pos9 PreviewSound = Taunts_GCAnnouncer11 SelectionSound = none TauntSound1 =Taunts_ChinaBoss105 TauntSound2 =Taunts_ChinaBoss106 TauntSound3 =Taunts_ChinaBoss107 WinSound =Taunts_ChinaBoss108 LossSound =Taunts_ChinaBoss109 NameSound = Taunts_GCAnnouncer22 Campaign = CHALLENGE_9 END GeneralPersona10 StartsEnabled = no BioNameString = GUI:BioNameEntry_Pos10 BioDOBString = GUI:BioDOBEntry_Pos10 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos10 BioStrategyString = GUI:BioStrategyEntry_Pos10 BioRankString = GUI:BioRankEntry_Pos10 BioBranchString = GUI:BioBranchEntry_Pos10 BioClassNumberString = GUI:BioClassNumber_Pos10 BioPortraitSmall = Circle_Small03_Black PortraitMovieLeftName = unimplemented PortraitMovieRightName = unimplemented DefeatedImage = Circle_Small03_Black VictoriousImage = Circle_Small03_Black DefeatedString = GUI:BioDefeatedEntry_Pos10 VictoriousString = GUI:BioVictoriousEntry_Pos10 SelectionSound = none TauntSound1 = none TauntSound2 = none TauntSound3 = none WinSound = none LossSound = none Campaign = unimplemented END GeneralPersona11 StartsEnabled = no BioNameString = GUI:BioNameEntry_Pos11 BioDOBString = GUI:BioDOBEntry_Pos11 BioBirthplaceString = GUI:BioBirthplaceEntry_Pos11 BioStrategyString = GUI:BioStrategyEntry_Pos11 BioRankString = GUI:BioRankEntry_Pos11 BioBranchString = GUI:BioBranchEntry_Pos11 BioClassNumberString = GUI:BioClassNumber_Pos11 BioPortraitSmall = Circle_Small03_Black PortraitMovieLeftName = unimplemented PortraitMovieRightName = unimplemented DefeatedImage = Circle_Small03_Black VictoriousImage = Circle_Small03_Black DefeatedString = GUI:BioDefeatedEntry_Pos11 VictoriousString = GUI:BioVictoriousEntry_Pos11 SelectionSound = none TauntSound1 = none TauntSound2 = none TauntSound3 = none WinSound = none LossSound = none Campaign = unimplemented END END;------------------------------------------------------------------------------ ;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 = SNNukeMisl 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 = SAICBM 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 = SAICBM 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 ;------------------------------------------------------------------------------ ;Command sets are groups of command buttons that will be displayed in the ;context sensitive user interface for a selected object showing what you ;can do with that object ; ;LHS numbers are the physical GUI buttons. You can assign a command ;to any of the physical buttons, they do *NOT* need to appear in ;continuous order ... you may have gaps if you desire ; ;RHS strings are CommandButton.ini command names ; ;Buttons for a regular command context are ordered as: ; ;+--+--+--+--+--+--+--+ ;|01|03|05|07|09|11|13| ;+--+--+--+--+--+--+--+ ;|02|04|06|08|10|12|14| ;+--+--+--+--+--+--+--+ ; ;------------------------------------------------------------------------------ ; Many things just want these three buttons. CommandSet GenericCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet StopOnlyGenericCommandSet 14 = Command_Stop End ; Dozer Command Sets ---------------------------------------------------------- CommandSet AmericaDozerCommandSet 1 = Command_ConstructAmericaPowerPlant 2 = Command_ConstructAmericaStrategyCenter 3 = Command_ConstructAmericaBarracks 4 = Command_ConstructAmericaSupplyDropZone 5 = Command_ConstructAmericaSupplyCenter 6 = Command_ConstructAmericaParticleCannonUplink 7 = Command_ConstructAmericaPatriotBattery 8 = Command_ConstructAmericaCommandCenter 9 = Command_ConstructAmericaFireBase 11 = Command_ConstructAmericaWarFactory 13 = Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerCommandSet 1 = Command_ConstructGLASupplyStash 2 = Command_ConstructGLADemoTrap 3 = Command_ConstructGLABarracks 4 = Command_ConstructGLAPalace 5 = Command_ConstructGLAStingerSite 6 = Command_ConstructGLABlackMarket 7 = Command_ConstructGLATunnelNetwork 8 = Command_ConstructGLAScudStorm 9 = Command_ConstructGLAArmsDealer 10 = Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerFakeBuildingsCommandSet 1 = Command_ConstructFakeGLACommandCenter 2 = Command_ConstructFakeGLABarracks 3 = Command_ConstructFakeGLASupplyStash 4 = Command_ConstructFakeGLAArmsDealer 5 = Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet ChinaDozerCommandSet 1 = Command_ConstructChinaPowerPlant 2 = Command_ConstructChinaInternetCenter 3 = Command_ConstructChinaBarracks 4 = Command_ConstructChinaAirfield 5 = Command_ConstructChinaSupplyCenter 6 = Command_ConstructChinaPropagandaCenter 7 = Command_ConstructChinaBunker 8 = Command_ConstructChinaSpeakerTower 9 = Command_ConstructChinaGattlingCannon 10 = Command_ConstructChinaNuclearMissileLauncher 11 = Command_ConstructChinaWarFactory 12 = Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End ; Unit Command Sets ----------------------------------------------------------- CommandSet AmericaTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet CivilianTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet RailedTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_TransportExit 10 = Command_TransportExit 11 = Command_Evacuate 12 = Command_ExecuteRailedTransport End CommandSet CivilianTransportWithNukeCommandSet 1 = Command_DetonateConvoyTruckNuke 14 = Command_Stop End CommandSet AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryCIAAgentCommandSet 2 = Command_CIAAgentTimedDemoCharge 4 = Command_CIAAgentRemoteDemoCharge 6 = Command_CIAAgentDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryPathfinderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryPilotCommandSet 14 = Command_Stop End CommandSet AmericaVehicleHumveeCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet CivilianVehicleLimoCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 14 = Command_Stop End CommandSet GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack ; Guard was removed permanently for this unit, since it can't 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantrySaboteurCommandSet 1 = Command_SabotageBuilding 14 = Command_Stop End CommandSet AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleSentryDroneCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleRocketBuggyCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleCombatBikeDefaultCommandSet 1 = Command_ScuttleCombatBike 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleCombatBikeJarmenKellCommandSet 1 = Command_ScuttleCombatBike 2 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLATankScorpionCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleScudLauncherCommandSet 1 = Command_GLAExplosiveWarhead 3 = Command_GLAAnthraxWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleToxinTruckCommandSet 1 = Command_GLAToxinTractorContaminateGround 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleBattleBusCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet GLAVehicleTechnicalCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaJetMIGCommandSet 11 = Command_AttackMove 12 = Command_GuardFlyingUnitsOnly 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryRedguardCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack ; 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleECMTankCommandSet 1 = Command_ChinaTankECMDisableVehicle 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryTankHunterCommandSet 1 = Command_ChinaInfantryTankHunterTNTAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTroopCrawlerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_EmptyCrawler 11 = Command_AttackMove 14 = Command_Stop End CommandSet ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleNukeCannonCommandSet 1 = Command_ChinaNukeWarhead 3 = Command_ChinaNeutronWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleGattlingTankCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleInfernoCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankDragonCommandSet 1 = Command_ChinaDragonTankFireWall 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankCrusaderCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankPaladinCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankMicrowaveCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankAvengerCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleAmbulanceCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryHazMatCommandSet 1 = Command_AmbulanceCleanupArea 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleTomahawkCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetRaptorCommandSet 10 = Command_GuardFlyingUnitsOnly 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetAuroraCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetStealthFighterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLATankMarauderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankBattlemasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------- CommandSet ChinaTankOverlordDefaultCommandSet 1 = Command_UpgradeChinaOverlordBattleBunker 3 = Command_UpgradeChinaOverlordGattlingCannon 5 = Command_UpgradeChinaOverlordPropagandaTower 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordGattlingCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordPropagandaTowerCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaSupplyTruckCommandSet 14 = Command_Stop End ;---------------------------------------- CommandSet ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 6 = Command_UpgradeChinaHelixBattleBunker 8 = Command_UpgradeChinaHelixPropagandaTower 10 = Command_UpgradeChinaHelixGattlingCannon ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixGattlingCannonCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixPropagandaTowerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------- ; Structure Command Sets ------------------------------------------------------ CommandSet AmericaCommandCenterCommandSet 1 = Command_ConstructAmericaDozer 2 = Command_SpectreGunship 4 = Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter ;NOTE THIS GETS UPGRADED BELOW 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet AmericaCommandCenterCommandSetUpgradedToMOAB ; 1 = Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ;NOTE THIS GOT UPGRADED FROM ABOVE ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet Command_ScriptedTransportDrops 1 = Command_DaisyCutter 2 = Command_Paradrop 3 = Command_CarpetBomb 4 = Command_ClusterMines 5 = Command_CrateDrop End CommandSet Command_ScriptedA10ThunderboltStrike 1 = Command_A10ThunderboltMissileStrike End CommandSet AmericaAirfieldCommandSet 1 = Command_ConstructAmericaJetRaptor 2 = Command_ConstructAmericaVehicleComanche 3 = Command_ConstructAmericaJetAurora 4 = Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaAircraftCarrierCommandSet 1 = Command_HiddenConstructAmericaJetAircraftCarrierRaptor 2 = Command_AircraftCarrierFire 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaWarFactoryCommandSet 1 = Command_ConstructAmericaTankCrusader 2 = Command_ConstructAmericaVehicleTomahawk 3 = Command_ConstructAmericaVehicleHumvee 4 = Command_ConstructAmericaVehicleMedic 5 = Command_ConstructAmericaVehiclePaladin 6 = Command_ConstructAmericaVehicleSentryDrone 7 = Command_ConstructAmericaVehicleAvenger 8 = Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaBarracksCommandSet 1 = Command_ConstructAmericaInfantryRanger 2 = Command_ConstructAmericaInfantryMissileDefender 3 = Command_ConstructAmericaInfantryColonelBurton 4 = Command_ConstructAmericaInfantryPathfinder 6 = Command_ConstructAmericaInfantryBiohazardTech 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaSupplyCenterCommandSet 1 = Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet BaikonurLaunchTowerCommandSet 1 = Command_LaunchBaikonurRocket 2 = Command_DetonateBaikonurRocketAtLocation End CommandSet AmericaPatriotBatteryCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet AmericaPatriotBatteryNoSellCommandSet 13 = Command_Stop End CommandSet ChinaCommandCenterCommandSet 1 = Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaCommandCenterCommandSetUpgrade 1 = Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetOne 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetOneUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetTwo 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetTwoUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaPowerPlantCommandSet 1 = Command_Overcharge 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaPowerPlantCommandSetUpgrade 1 = Command_Overcharge 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaSpeakerTowerCommandSet ; 10 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaSpeakerTowerCommandSetUpgrade ; 10 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaGattlingCannonCommandSet 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaGattlingCannonCommandSetUpgrade 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaBarracksCommandSet 1 = Command_ConstructChinaInfantryRedguard 2 = Command_ConstructChinaInfantryTankHunter 3 = Command_ConstructChinaInfantryHacker 4 = Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaBarracksCommandSetUpgrade 1 = Command_ConstructChinaInfantryRedguard 2 = Command_ConstructChinaInfantryTankHunter 3 = Command_ConstructChinaInfantryHacker 4 = Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSet 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeLauncher 11 = Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSetUpgrade 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeLauncher 11 = Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaSupplyCenterCommandSet 1 = Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaSupplyCenterCommandSetUpgrade 1 = Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaAirfieldCommandSet 1 = Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaAirfieldCommandSetUpgrade 1 = Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet GLACommandCenterCommandSet 1 = Command_ConstructGLAWorker 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLAArmsDealerCommandSet 1 = Command_ConstructGLATankScorpion 2 = Command_ConstructGLAVehicleTechnical 3 = Command_ConstructGLAVehicleRadarVan 4 = Command_ConstructGLAVehicleQuadCannon 5 = Command_ConstructGLAVehicleToxinTruck 6 = Command_ConstructGLAVehicleRocketBuggy 7 = Command_ConstructGLATankMarauder 8 = Command_ConstructGLAVehicleBombTruck 9 = Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Command_ConstructGLAVehicleCombatBike 12 = Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLABarracksCommandSet 1 = Command_ConstructGLAInfantryRebel 2 = Command_ConstructGLAInfantryRPGTrooper 3 = Command_ConstructGLAInfantryTerrorist 4 = Command_ConstructGLAInfantryAngryMob 5 = Command_ConstructGLAInfantryHijacker 6 = Command_ConstructGLAInfantryJarmenKell 7 = Command_ConstructGLAInfantrySaboteur 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack ; camo net 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet FakeGLACommandCenterCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLACommandCenter 14 = Command_Sell End CommandSet FakeGLABarracksCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLABarracks 14 = Command_Sell End CommandSet FakeGLASupplyStashCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLASupplyStash 14 = Command_Sell End CommandSet FakeGLAArmsDealerCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLAArmsDealer 14 = Command_Sell End CommandSet FakeGLABlackMarketCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLABlackMarket 14 = Command_Sell End CommandSet GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet GLASupplyStashCommandSet 1 = Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 9 = Command_UpgradeGLACamouflage 10 = Command_UpgradeGLAToxinShells 11 = Command_UpgradeGLAAnthraxBeta 14 = Command_Sell End CommandSet GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeGLACamoNetting ; 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet CivilianCarBombCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAStingerSiteCommandSet 12 = Command_UpgradeGLACamoNetting 13 = Command_Stop 14 = Command_Sell End ;Rank 1 only has 4 positions CommandSet SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseSciencePaladinTank 2 = Command_PurchaseScienceStealthFighter 3 = Command_PurchaseScienceSpyDrone END ; Rank 3 assign buttons to position like so: ; 1 4 7 10 13 ; 2 5 8 11 14 ; 3 6 9 12 15 CommandSet SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END ; Rank 8 has 3 positions CommandSet SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 3 = Command_PurchaseScienceNukeLauncher END CommandSet SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Early_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashHack1 8 = Command_PurchaseScienceCashHack2 9 = Command_PurchaseScienceCashHack3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Command_PurchaseScienceMarauderTank 3 = Command_PurchaseScienceTechnicalTraining END CommandSet SCIENCE_GLA_CommandSetRank3 1 = Command_PurchaseScienceHijacker 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack 3 = Command_PurchaseScienceGPSScrambler END ;/////////////////////////////////////// ;/ Special Power Shortcut Command Sets / ;/////////////////////////////////////// CommandSet SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut END CommandSet SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Command_CashHackFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Early_Command_ChinaCarpetBombFromShortcut 8 = Command_FrenzyFromShortcut END CommandSet SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet SpecialPowerShortcutBoss 1 = Command_ClusterMinesFromShortcut 2 = Command_ChinaCarpetBombFromShortcut 3 = Command_ArtilleryBarrageFromShortcut 4 = Command_EMPPulseFromShortcut 5 = Command_SpectreGunshipFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_FireParticleUplinkCannonFromShortcut 8 = Command_ScudStormFromShortcut 9 = Command_NeutronMissileFromShortcut END CommandSet GLASneakAttackTunnelCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_Evacuate 13 = Command_SetRallyPoint End CommandSet BattleShipCommandSet ;1 = Command_BattleshipFire 1 = Command_BattleshipFireViaSpecialPower 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; GENERALS CHALLENGE COMMAND SETS ;-------------------------------------------------------------------------------- CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher END CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank3 4 = GC_Chem_Command_PurchaseScienceRebelAmbush1 5 = GC_Chem_Command_PurchaseScienceRebelAmbush2 6 = GC_Chem_Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack 3 = Command_PurchaseScienceGPSScrambler END CommandSet GC_Chem_SpecialPowerShortcutGLA 1 = GC_Chem_Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet GC_Chem_GLAWorkerCommandSet 1 = GC_Chem_Command_ConstructGLASupplyStash 2 = GC_Chem_Command_ConstructGLAPalace 3 = GC_Chem_Command_ConstructGLABarracks 4 = GC_Chem_Command_ConstructGLABlackMarket 5 = GC_Chem_Command_ConstructGLAStingerSite 6 = GC_Chem_Command_ConstructGLAScudStorm 7 = GC_Chem_Command_ConstructGLATunnelNetwork 9 = GC_Chem_Command_ConstructGLAArmsDealer 10 = GC_Chem_Command_ConstructGLACommandCenter 11 = GC_Chem_Command_ConstructGLADemoTrap 14 = Command_DisarmMinesAtPosition End CommandSet GC_Chem_GLABarracksCommandSet 1 = GC_Chem_Command_ConstructGLAInfantryRebel 2 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper 3 = GC_Chem_Command_ConstructGLAInfantryTerrorist ;4 = Command_ConstructGLAInfantryAngryMob 5 = GC_Chem_Command_ConstructGLAInfantryHijacker 6 = GC_Chem_Command_ConstructGLAInfantryJarmenKell 7 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 11 = GC_Chem_Command_UpgradeGLAAnthraxGamma 14 = Command_Sell End CommandSet GC_Chem_GLACommandCenterCommandSet 1 = GC_Chem_Command_ConstructGLAWorker 2 = Command_UpgradeGLAWorkerShoes 3 = GC_Chem_Command_Ambush 4 = Command_EmergencyRepair 5 = Command_AnthraxBomb 6 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLAArmsDealerCommandSet 1 = GC_Chem_Command_ConstructGLAVehicleRadarVan 2 = GC_Chem_Command_ConstructGLAVehicleQuadCannon 3 = GC_Chem_Command_ConstructGLAVehicleToxinTruck 4 = GC_Chem_Command_ConstructGLAVehicleBombTruck 5 = GC_Chem_Command_ConstructGLAVehicleScudLauncher 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLASupplyStashCommandSet 1 = GC_Chem_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet GC_Chem_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End ;-------------------------------------------------------------------------------- ;Stealth General ;-------------------------------------------------------------------------------- CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceTechnicalTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank3 1 = Slth_Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 END CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet GC_Slth_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Early_Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet GC_Slth_GLAWorkerCommandSet 1 = GC_Slth_Command_ConstructGLASupplyStash 2 = GC_Slth_Command_ConstructGLAPalace 3 = GC_Slth_Command_ConstructGLABarracks 4 = GC_Slth_Command_ConstructGLABlackMarket 5 = GC_Slth_Command_ConstructGLAStingerSite 6 = GC_Slth_Command_ConstructGLAScudStorm 7 = GC_Slth_Command_ConstructGLATunnelNetwork 8 = GC_Slth_Command_ConstructGLADemoTrap 9 = GC_Slth_Command_ConstructGLAArmsDealer 10 = GC_Slth_Command_ConstructGLACommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet GC_Slth_GLACommandCenterCommandSet 1 = GC_Slth_Command_ConstructGLAWorker 2 = Command_UpgradeGLAWorkerShoes 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Early_Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLASupplyStashCommandSet 1 = GC_Slth_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLABarracksCommandSet 1 = GC_Slth_Command_ConstructGLAInfantryRebel 2 = GC_Slth_Command_ConstructGLAInfantryRPGTrooper 3 = GC_Slth_Command_ConstructGLAInfantryTerrorist 4 = GC_Slth_Command_ConstructGLAInfantryHijacker 5 = GC_Slth_Command_ConstructGLAInfantryJarmenKell 7 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet GC_Slth_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAArmsDealerCommandSet 1 = GC_Slth_Command_ConstructGLAVehicleTechnical 2 = GC_Slth_Command_ConstructGLAVehicleRadarVan 3 = GC_Slth_Command_ConstructGLAVehicleQuadCannon ;4 = GC_Slth_Command_ConstructGLAVehicleCombatBike ;5 = GC_Slth_Command_ConstructGLAVehicleBattleBus 6 = Command_ConstructGLAVehicleRocketBuggy 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 9 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun 14 = Command_Sell End CommandSet GC_Slth_GLAScudStormCommandSet 1 = Command_ScudStorm 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet GC_Slth_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet GC_Slth_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet GC_Slth_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GC_Slth_GLAVehicleBattleBusCommandSet 1 = GC_Slth_Command_DisguiseAsVehicle 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Air Force General ;-------------------------------------------------------------------------------- CommandSet AirF_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = AirF_Command_PurchaseScienceCarpetBomb 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 8 = Command_PurchaseScienceSpectreGunship1 9 = Command_PurchaseScienceSpectreGunship2 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1 14 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2 15 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3 END CommandSet AirF_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship3 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet AirF_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = AirF_Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut 11 = AirF_Command_CarpetBombFromShortcut END CommandSet AirF_AmericaDozerCommandSet 1 = AirF_Command_ConstructAmericaPowerPlant 2 = AirF_Command_ConstructAmericaStrategyCenter 3 = AirF_Command_ConstructAmericaBarracks 4 = AirF_Command_ConstructAmericaSupplyDropZone 5 = AirF_Command_ConstructAmericaSupplyCenter 6 = AirF_Command_ConstructAmericaParticleCannonUplink 7 = AirF_Command_ConstructAmericaPatriotBattery 8 = AirF_Command_ConstructAmericaCommandCenter 9 = AirF_Command_ConstructAmericaFireBase 11 = AirF_Command_ConstructAmericaWarFactory 13 = AirF_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet AirF_AmericaCommandCenterCommandSet 1 = AirF_Command_ConstructAmericaDozer 2 = AirF_Command_SpectreGunship 4 = Command_LeafletDrop 5 = AirF_Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Early_Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet AirF_AmericaCommandCenterCommandSetToMOAB ; 1 = AirF_Command_ConstructAmericaDozer ; 2 = AirF_Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = AirF_Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Early_Command_EmergencyRepair ; 9 = Command_MOAB ;NOTE THIS GOT UPGRADED FROM ABOVE ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet AirF_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet AirF_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB ; 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 12 = AirF_Command_CarpetBomb 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet AirF_AmericaBarracksCommandSet 1 = AirF_Command_ConstructAmericaInfantryRanger 2 = AirF_Command_ConstructAmericaInfantryMissileDefender 3 = AirF_Command_ConstructAmericaInfantryColonelBurton 4 = AirF_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet AirF_AmericaAirfieldCommandSet 1 = AirF_Command_ConstructAmericaJetRaptor 2 = AirF_Command_ConstructAmericaVehicleComanche 3 = AirF_Command_ConstructAmericaJetAurora 4 = AirF_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = AirF_Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 11 = AirF_Command_UpgradeStealthComanche 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet AirF_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AirF_AmericaSupplyCenterCommandSet 1 = AirF_Command_ConstructAFGChinook 3 = AirF_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaWarFactoryCommandSet 2 = AirF_Command_ConstructAmericaVehicleTomahawk 3 = AirF_Command_ConstructAmericaVehicleHumvee 4 = AirF_Command_ConstructAmericaVehicleMedic 6 = AirF_Command_ConstructAmericaVehicleSentryDrone 7 = AirF_Command_ConstructAmericaVehicleAvenger 8 = AirF_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Demo General Commands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;-- ;Demolitions General ;--- CommandSet Demo_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Command_PurchaseScienceMarauderTank 3 = Command_PurchaseScienceTechnicalTraining END CommandSet Demo_SCIENCE_GLA_CommandSetRank3 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Demo_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Demo_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet Demo_GLAWorkerCommandSet 1 = Demo_Command_ConstructGLASupplyStash 2 = Demo_Command_ConstructGLADemoTrap 3 = Demo_Command_ConstructGLABarracks 4 = Demo_Command_ConstructGLAPalace 5 = Demo_Command_ConstructGLAStingerSite 6 = Demo_Command_ConstructGLABlackMarket 7 = Demo_Command_ConstructGLATunnelNetwork 8 = Demo_Command_ConstructGLAScudStorm 9 = Demo_Command_ConstructGLAArmsDealer 10 = Demo_Command_ConstructGLACommandCenter 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Demo_GLAWorkerFakeBuildingsCommandSet 1 = Demo_Command_ConstructFakeGLACommandCenter 2 = Demo_Command_ConstructFakeGLABarracks 3 = Demo_Command_ConstructFakeGLASupplyStash 4 = Demo_Command_ConstructFakeGLAArmsDealer 5 = Demo_Command_ConstructFakeGLABlackMarket 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Demo_GLACommandCenterCommandSet 1 = Demo_Command_ConstructGLAWorker 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLASupplyStashCommandSet 1 = Demo_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb 13 = Demo_UpgradeSuicideBomb 14 = Command_Sell End CommandSet Demo_GLABarracksCommandSet 1 = Demo_Command_ConstructGLAInfantryRebel 2 = Demo_Command_ConstructGLAInfantryRPGTrooper 3 = Demo_Command_ConstructGLAInfantryTerrorist 4 = Demo_Command_ConstructGLAInfantryAngryMob 6 = Demo_Command_ConstructGLAInfantryJarmenKell ; 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 3 = Command_UpgradeGLAJunkRepair 5 = Command_UpgradeGLARadarVanScan 2 = Command_UpgradeGLAAPRockets 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Demo_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Demo_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet Demo_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAArmsDealerCommandSet 1 = Demo_Command_ConsturctGLATankScorpion 2 = Demo_Command_ConstructGLAVehicleTechnical 3 = Demo_Command_ConstructGLAVehicleRadarVan 4 = Demo_Command_ConstructGLAVehicleQuadCannon 5 = Demo_Command_ConstructGLAVehicleToxinTruck;TOXIN TRACTOR 6 = Demo_Command_ConstructGLAVehicleRocketBuggy 7 = Demo_Command_ConstructGLATankMarauder 8 = Demo_Command_ConstructGLAVehicleBombTruck 9 = Demo_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Demo_Command_ConstructGLAVehicleCombatBike 12 = Demo_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet Demo_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 2 = Demo_Command_KellTimedDemoCharge 3 = Demo_Command_KellRemoteDemoCharge 4 = Demo_Command_KellDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet Demo_GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBattleBusCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleScudLauncherCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleCombatBikeDefaultCommandSet 1 = Command_ScuttleCombatBike 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankScorpionCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRocketBuggyCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleToxinTruckCommandSet 1 = Command_GLAToxinTractorContaminateGround 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleTechnicalCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankMarauderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; upgraded sets ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandSet Demo_GLATankMarauderCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleTechnicalCommandSetUpgrade 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleToxinTruckCommandSetUpgrade 1 = Command_GLAToxinTractorContaminateGround 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRocketBuggyCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankScorpionCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAWorkerCommandSetUpgrade 1 = Demo_Command_ConstructGLASupplyStash 2 = Demo_Command_ConstructGLADemoTrap 3 = Demo_Command_ConstructGLABarracks 4 = Demo_Command_ConstructGLAPalace 5 = Demo_Command_ConstructGLAStingerSite 6 = Demo_Command_ConstructGLABlackMarket 7 = Demo_Command_ConstructGLATunnelNetwork 8 = Demo_Command_ConstructGLAScudStorm 9 = Demo_Command_ConstructGLAArmsDealer 10 = Demo_Command_ConstructGLACommandCenter 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Demo_GLACommandCenterCommandSetUpgrade 1 = Demo_Command_ConstructGLAWorker 3 = Demo_Command_TertiarySuicide 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLASupplyStashCommandSetUpgrade 1 = Demo_Command_ConstructGLAWorker 2 = Demo_Command_TertiarySuicide 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAPalaceCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb 13 = Demo_Command_TertiarySuicide 14 = Command_Sell End CommandSet Demo_GLABarracksCommandSetUpgrade 1 = Demo_Command_ConstructGLAInfantryRebel 2 = Demo_Command_ConstructGLAInfantryRPGTrooper 3 = Demo_Command_ConstructGLAInfantryTerrorist 4 = Demo_Command_ConstructGLAInfantryAngryMob 6 = Demo_Command_ConstructGLAInfantryJarmenKell ; 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack 11 = Command_UpgradeGLARebelCaptureBuilding 12 = Command_DetonateFakeBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLABlackMarketCommandSetUpgrade 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Demo_Command_TertiarySuicide 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Demo_GLAStingerSiteCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 13 = Command_Stop 14 = Command_Sell End CommandSet Demo_GLAScudStormCommandSetUpgrade 1 = Command_ScudStorm 2 = Demo_Command_TertiarySuicide 14 = Command_Sell End CommandSet Demo_GLATunnelNetworkCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Demo_Command_TertiarySuicide 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAArmsDealerCommandSetUpgrade 1 = Demo_Command_ConsturctGLATankScorpion 2 = Demo_Command_ConstructGLAVehicleTechnical 3 = Demo_Command_ConstructGLAVehicleRadarVan 4 = Demo_Command_ConstructGLAVehicleQuadCannon 5 = Demo_Command_ConstructGLAVehicleToxinTruck;TOXIN TRACTOR 6 = Demo_Command_ConstructGLAVehicleRocketBuggy 7 = Demo_Command_ConstructGLATankMarauder 8 = Demo_Command_ConstructGLAVehicleBombTruck 9 = Demo_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Demo_Command_ConstructGLAVehicleCombatBike 12 = Demo_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAInfantryRebelCommandSetUpgrade 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTunnelDefenderCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryAngryMobCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryJarmenKellCommandSetUpgrade 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 2 = Demo_Command_KellTimedDemoCharge 3 = Demo_Command_KellRemoteDemoCharge 4 = Demo_Command_KellDetonateCharges 5 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRadarVanCommandSetUpgrade 1 = Command_RadarVanScan 2 = Demo_Command_TertiarySuicide 14 = Command_Stop End CommandSet Demo_GLAVehicleQuadCannonUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBombTruckCommandSetUpgrade 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryHijackerCommandSetUpgrade 1 = Command_GLAInfantryHijack 2 = Demo_Command_TertiarySuicide 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBattleBusCommandSetUpgrade 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Demo_Command_TertiarySuicide 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleScudLauncherCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleCombatBikeDefaultCommandSetUpgrade 1 = Command_ScuttleCombatBike 2 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Stealth General Commands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;-- ;Stealth General ;--- CommandSet Slth_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceTechnicalTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Slth_SCIENCE_GLA_CommandSetRank3 1 = Slth_Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 END CommandSet Slth_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Slth_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Early_Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Slth_Command_GPSScramblerFromShortcut END CommandSet Slth_GLAWorkerCommandSet 1 = Slth_Command_ConstructGLASupplyStash 2 = Slth_Command_ConstructGLADemoTrap 3 = Slth_Command_ConstructGLABarracks 4 = Slth_Command_ConstructGLAPalace 5 = Slth_Command_ConstructGLAStingerSite 6 = Slth_Command_ConstructGLABlackMarket 7 = Slth_Command_ConstructGLATunnelNetwork 8 = Slth_Command_ConstructGLAScudStorm 9 = Slth_Command_ConstructGLAArmsDealer 10 = Slth_Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Slth_GLAWorkerFakeBuildingsCommandSet 1 = Slth_Command_ConstructFakeGLACommandCenter 2 = Slth_Command_ConstructFakeGLABarracks 3 = Slth_Command_ConstructFakeGLASupplyStash 4 = Slth_Command_ConstructFakeGLAArmsDealer 5 = Slth_Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Slth_GLACommandCenterCommandSet 1 = Slth_Command_ConstructGLAWorker 4 = Slth_Command_GPSScrambler 5 = Command_Ambush 6 = Early_Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLASupplyStashCommandSet 1 = Slth_Command_ConstructGLAWorker 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 9 = Command_UpgradeGLACamouflage ;comes free for stealth general 11 = Command_UpgradeGLAAnthraxBeta 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLABarracksCommandSet 1 = Slth_Command_ConstructGLAInfantryRebel 2 = Slth_Command_ConstructGLAInfantryRPGTrooper 3 = Slth_Command_ConstructGLAInfantryTerrorist 4 = Slth_Command_ConstructGLAInfantryAngryMob 5 = Slth_Command_ConstructGLAInfantryHijacker 6 = Slth_Command_ConstructGLAInfantryJarmenKell 7 = Slth_Command_ConstructGLAInfantrySaboteur 8 = GC_Slth_Command_ConstructGLAInfantrySniper 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 11 = SupW_Command_NeutronMissileFromShortcut 12 = SupW_Command_CruiseMissileFromShortcut 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_ConstructAmericaCruiseMissileLauncher 9 = SupW_Command_ConstructAmericaFireBase 10 = SupW_Command_ConstructAmericaNuclearMissileLauncher 11 = SupW_Command_ConstructAmericaWarFactory 12 = SupW_Command_ConstructAmericaCommandCenter 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 4 = Command_UpgradeAmericaCompositeArmor 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 4 = Command_UpgradeAmericaCompositeArmor 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 END CommandSet Boss_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 2 = Command_PurchaseScienceGPSScrambler 3 = Command_PurchaseScienceClusterMines 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 4 = Command_PurchaseScienceCarpetBomb 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: Multiplayer.ini (SYSTEM) /////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// OnlineChatColors Default = R:255 G:255 B:255 CurrentRoom = R:255 G:255 B:0 ChatRoom = R:255 G:255 B:255 Game = R:255 G:255 B:255 GameFull = R:128 G:128 B:128 GameCRCMismatch = R:128 G:128 B:128 PlayerNormal = R:255 G:0 B:0 PlayerOwner = R:255 G:255 B:0 PlayerBuddy = R:0 G:255 B:255 PlayerSelf = R:255 G:255 B:255 PlayerIgnored = R:128 G:128 B:128 ChatNormal = R:255 G:0 B:0 ChatEmote = R:255 G:128 B:255 ChatOwner = R:255 G:255 B:0 ChatOwnerEmote = R:255 G:128 B:255 ChatPriv = R:0 G:0 B:255 ChatPrivEmote = R:0 G:255 B:255 ChatPrivOwner = R:255 G:128 B:128 ChatPrivOwnerEmote = R:255 G:128 B:255 ChatBuddy = R:255 G:128 B:128 ChatSelf = R:255 G:128 B:0 AcceptTrue = R:0 G:255 B:0 AcceptFalse = R:255 G:0 B:0 MapSelected = R:255 G:255 B:0 MapUnselected = R:255 G:255 B:255 MOTD = R:255 G:255 B:255 MOTDHeading = R:255 G:255 B:0 End MultiplayerSettings StartCountdownTimer = 5 MaxBeaconsPerPlayer = 3 UseShroud = No ShowRandomPlayerTemplate = Yes ShowRandomStartPos = Yes ShowRandomColor = Yes End MultiplayerColor ColorGold RGBColor = R:221 G:226 B:13 RGBNightColor = R:221 G:226 B:13 TooltipName = Color:Gold End MultiplayerColor ColorRed RGBColor = R:255 G:0 B:0 RGBNightColor = R:255 G:0 B:0 TooltipName = Color:Red End MultiplayerColor ColorBlue RGBColor = R:67 G:104 B:254 RGBNightColor = R:67 G:104 B:254 TooltipName = Color:Blue End MultiplayerColor ColorGreen RGBColor = R:62 G:209 B:46 RGBNightColor = R:62 G:209 B:46 TooltipName = Color:Green End MultiplayerColor ColorOrange RGBColor = R:255 G:160 B:25 RGBNightColor = R:255 G:160 B:25 TooltipName = Color:Orange End MultiplayerColor ColorSkyBlue RGBColor = R:50 G:215 B:230 RGBNightColor = R:50 G:215 B:230 TooltipName = Color:SkyBlue End MultiplayerColor ColorPurple RGBColor = R:150 G:0 B:200 RGBNightColor = R:223 G:0 B:156 TooltipName = Color:Purple End MultiplayerColor ColorPink RGBColor = R:255 G:150 B:255 RGBNightColor = R:255 G:130 B:248 TooltipName = Color:Pink End MultiplayerColor ColorBlack RGBColor = R:50 G:50 B:50 RGBNightColor = R:10 G:10 B:10 TooltipName = Color:Black End MultiplayerColor ColorWhite RGBColor = R:200 G:200 B:200 RGBNightColor = R:200 G:200 B:200 TooltipName = Color:White End MultiplayerStartingMoneyChoice Value = 5000 End MultiplayerStartingMoneyChoice Value = 10000 Default = Yes End MultiplayerStartingMoneyChoice Value = 20000 End MultiplayerStartingMoneyChoice Value = 50000 End MultiplayerStartingMoneyChoice Value = 100000 End ;------------------------------------------------------------------------------ Object AirF_PointDefenseLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:255 G:0 B:180 A:120 ;The inside color of the laser (hot) OuterBeamWidth = 10 ;The total width of beam OuterColor = R:100 G:0 B:100 A:100 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = GenericLaserFlare End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 95 ; min lifetime in msec MaxLifetime = 95 ; max lifetime in msec End End Object AirF_AuroraBombGas ; *** ART Parameters *** ; *** DESIGN Parameters *** ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 AerodynamicFriction = 7 ; this is now friction-per-sec ForwardFriction = 200 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 TargetHeightIncludesStructures = Yes DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = INITIAL AirF_FX_AuroraBombIgnite FX = FINAL FX_DaisyCutterFinalExplosion Weapon = MIDPOINT DaisyCutterFlameWeapon ; Just a spot of flame to light trees on fire Weapon = FINAL AirF_AuroraBombDetonationWeapon End End ;------------------------------------------------------------------------------ Object AirF_RaptorPointDefenseLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.4 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.2 ;The total width of beam OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = GenericLaserFlare End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 95 ; min lifetime in msec MaxLifetime = 95 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object AirF_AuroraBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End VisionRange = 0.0 ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 75.0 AerodynamicFriction = 2 ; this is now friction-per-sec ForwardFriction = 2 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End;; Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 End Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. Behavior = CreateObjectDie ModuleTag_05 CreationList = AirF_OCL_AuroraBombExplode End Behavior = FXListDie ModuleTag_06 DeathFX = AirF_FX_AuroraBombExplode End Behavior = HeightDieUpdate ModuleTag_07 TargetHeight = 50.0 TargetHeightIncludesStructures = Yes End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object AirF_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 AirF_AmericaJetSpectreGunship1 ; *** ART Parameters *** Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures ;----NORMAL------------- DefaultConditionState Model = AVSGunship WeaponFireFXBone = PRIMARY MUZZLE WeaponFireFXBone = SECONDARY MUZZLE WeaponMuzzleFlash = PRIMARY MUZZLEFX WeaponMuzzleFlash = SECONDARY MUZZLEFX End ConditionState = DOOR_1_OPENING Model = AVSGunship Animation = AVSGunship.AVSGunship AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail End ConditionState = DOOR_1_CLOSING Model = AVSGunship Animation = AVSGunship.AVSGunship AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare End ;----DAMAGED------------- ConditionState = DOOR_1_OPENING DAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = DOOR_1_CLOSING DAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ;----REALLY DAMAGED------------- ConditionState = DOOR_1_OPENING REALLYDAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke02 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 SpectreSmokeLarge End ConditionState = DOOR_1_CLOSING REALLYDAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke02 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 SpectreSmokeLarge End ConditionState = RUBBLE Model = AVSGunship_D1 ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke01 SpectreSmokeLarge ParticleSysBone = Smoke03 SpectreSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke05 SpectreSmokeLarge End AliasConditionState = REALLYDAMAGED RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:SpectreGunship EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300 Prerequisites Object = AirF_AmericaAirfield End ArmorSet Conditions = None Armor = SpectreGunshipArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresSpectreGunshipArmor DamageFX = None End WeaponSet Conditions = None Weapon = PRIMARY SpectreHowitzerGun End ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = No ;Not Player built, so no veterancy.............................. ; *** AUDIO Parameters *** VoiceSelect = SpectreGunshipVoiceSelect VoiceAttack = SpectreGunshipVoiceAttack VoiceMove = SpectreGunshipVoiceMove SoundAmbient = SpectreGunshipAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds Afterburner = SpectreGunshipAfterburnerLoop HowitzerFire = SpectreHowitzerWeapon End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 600.0 InitialHealth = 600.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_spectreDeathExplosion OCLSecondary = None FXHitGround = FX_spectreGunshipDeathExplosion OCLHitGround = OCL_A10DeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End ;SCRIPTED SUPPORT: These special power is triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = AIUpdateInterface ModuleTag_07 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player End Locomotor = SET_PANIC SpectreGunshipTransitLocomotor Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End Behavior = SpectreGunshipUpdate ModuleTag_10 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke SpecialPowerTemplate = AirF_SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon RandomOffsetForHowitzer = 20 TargetingReticleRadius = 25 OrbitInsertionSlope = 0.7 ; steepness of orbit entry GunshipOrbitRadius = 250 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes AttackAreaRadius = 200 OrbitTime = 10000 ;LEVEL1 (less than normal)!!!! AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = Yes End TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HelixContain ModuleTag_09 Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes End Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_11 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;-------------------------------- Object AirF_AmericaJetSpectreGunship2 ; *** ART Parameters *** Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures ;----NORMAL------------- DefaultConditionState Model = AVSGunship WeaponFireFXBone = PRIMARY MUZZLE WeaponFireFXBone = SECONDARY MUZZLE WeaponMuzzleFlash = PRIMARY MUZZLEFX WeaponMuzzleFlash = SECONDARY MUZZLEFX End ConditionState = DOOR_1_OPENING Model = AVSGunship Animation = AVSGunship.AVSGunship AnimationMode = ONCE Flags = START_FRAME_FIRST ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail End ConditionState = DOOR_1_CLOSING Model = AVSGunship Animation = AVSGunship.AVSGunship AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare End ;----DAMAGED------------- ConditionState = DOOR_1_OPENING DAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE Flags = START_FRAME_FIRST ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = DOOR_1_CLOSING DAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ;----REALLY DAMAGED------------- ConditionState = DOOR_1_OPENING REALLYDAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE Flags = START_FRAME_FIRST ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke02 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 SpectreSmokeLarge End ConditionState = DOOR_1_CLOSING REALLYDAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke02 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 SpectreSmokeLarge End ConditionState = RUBBLE Model = AVSGunship_D1 ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke01 SpectreSmokeLarge ParticleSysBone = Smoke03 SpectreSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke05 SpectreSmokeLarge End AliasConditionState = REALLYDAMAGED RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:SpectreGunship EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300 Prerequisites Object = AirF_AmericaAirfield End ArmorSet Conditions = None Armor = SpectreGunshipArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresSpectreGunshipArmor DamageFX = None End WeaponSet Conditions = None Weapon = PRIMARY SpectreHowitzerGun End ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = No ;Not Player built, so no veterancy.............................. ; *** AUDIO Parameters *** VoiceSelect = SpectreGunshipVoiceSelect VoiceAttack = SpectreGunshipVoiceAttack VoiceMove = SpectreGunshipVoiceMove SoundAmbient = SpectreGunshipAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds Afterburner = SpectreGunshipAfterburnerLoop HowitzerFire = SpectreHowitzerWeapon End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 600.0 InitialHealth = 600.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_spectreDeathExplosion OCLSecondary = None FXHitGround = FX_spectreGunshipDeathExplosion OCLHitGround = OCL_A10DeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End ;SCRIPTED SUPPORT: These special power is triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = AIUpdateInterface ModuleTag_07 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player End Locomotor = SET_PANIC SpectreGunshipTransitLocomotor Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End Behavior = SpectreGunshipUpdate ModuleTag_10 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke SpecialPowerTemplate = AirF_SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon RandomOffsetForHowitzer = 20 TargetingReticleRadius = 25 OrbitInsertionSlope = 0.7 ; steepness of orbit entry GunshipOrbitRadius = 250 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes AttackAreaRadius = 200 OrbitTime = 15000 ;LEVEL2 (normal) AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = Yes End TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HelixContain ModuleTag_09 Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes End Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_11 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;-------------------------------- Object AirF_AmericaJetSpectreGunship3 ; *** ART Parameters *** Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures ;----NORMAL------------- DefaultConditionState Model = AVSGunship WeaponFireFXBone = PRIMARY MUZZLE WeaponFireFXBone = SECONDARY MUZZLE WeaponMuzzleFlash = PRIMARY MUZZLEFX WeaponMuzzleFlash = SECONDARY MUZZLEFX End ConditionState = DOOR_1_OPENING Model = AVSGunship Animation = AVSGunship.AVSGunship AnimationMode = ONCE Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail End ConditionState = DOOR_1_CLOSING Model = AVSGunship Animation = AVSGunship.AVSGunship AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare End ;----DAMAGED------------- ConditionState = DOOR_1_OPENING DAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = DOOR_1_CLOSING DAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ;----REALLY DAMAGED------------- ConditionState = DOOR_1_OPENING REALLYDAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES START_FRAME_FIRST ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke02 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 SpectreSmokeLarge End ConditionState = DOOR_1_CLOSING REALLYDAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke02 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 SpectreSmokeLarge End ConditionState = RUBBLE Model = AVSGunship_D1 ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke01 SpectreSmokeLarge ParticleSysBone = Smoke03 SpectreSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke05 SpectreSmokeLarge End AliasConditionState = REALLYDAMAGED RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:SpectreGunship EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300 Prerequisites Object = AirF_AmericaAirfield End ArmorSet Conditions = None Armor = SpectreGunshipArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresSpectreGunshipArmor DamageFX = None End WeaponSet Conditions = None Weapon = PRIMARY SpectreHowitzerGun End ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = No ;Not Player built, so no veterancy.............................. ; *** AUDIO Parameters *** SoundAmbient = SpectreGunshipAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds Afterburner = SpectreGunshipAfterburnerLoop HowitzerFire = CrusaderTankWeapon End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 600.0 InitialHealth = 600.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_spectreDeathExplosion OCLSecondary = None FXHitGround = FX_spectreGunshipDeathExplosion OCLHitGround = OCL_A10DeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End ;SCRIPTED SUPPORT: These special power is triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = AIUpdateInterface ModuleTag_07 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player End Locomotor = SET_PANIC SpectreGunshipTransitLocomotor Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End Behavior = SpectreGunshipUpdate ModuleTag_10 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke SpecialPowerTemplate = AirF_SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon RandomOffsetForHowitzer = 20 TargetingReticleRadius = 25 OrbitInsertionSlope = 0.7 ; steepness of orbit entry GunshipOrbitRadius = 250 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes AttackAreaRadius = 200 OrbitTime = 20000 ;LEVEL3 (more than normal)!!!! AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = Yes End TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HelixContain ModuleTag_09 Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes End Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_11 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_SpectreGunshipHowitzer ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVSGUNSHIP_GHOW TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponMuzzleFlash = SECONDARY MuzzleFX End End ; ***DESIGN parameters *** Side = AmericaAirForceGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY SpectreHowitzerGun End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = No End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = StealthDetectorUpdate ModuleTag_06 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ; Defaults to VisionRange CanDetectWhileContained = Yes End Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 13.0 GeometryHeight = 8.0 GeometryIsSmall = No Shadow = NONE End ;------------------------------------------------------------------------------ Object AirF_AmericaJetB52 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVBomber ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = RUBBLE Model = AVBomber_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End OkToChangeModelColor = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = AVBomber_A2U Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_OPENING Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_CLOSING Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_OPENING REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_CLOSING REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES End End ; ***DESIGN parameters *** DisplayName = OBJECT:B52 EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = B52AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_04 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_05 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_06 SpecialPowerTemplate = AirF_SuperweaponCarpetBomb OCL = AirF_SUPERWEAPON_CarpetBomb CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain ModuleTag_09 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = TransitionDamageFX ModuleTag_11 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_12 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 60.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaJetAurora ; *** ART Parameters *** SelectPortrait = SAAurora_L ButtonImage = SAAurora UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaCountermeasures ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVAurora HideSubObject = BurnerFX03 BurnerFX04 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburner ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = AVAurora_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = AVAurora_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = AVAurora_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; afterburner ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = AVAurora_D1 HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = AVAurora_D1 ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Aurora EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 ShroudClearingRange = 600 Prerequisites Object = AirF_AmericaAirfield Object = AirF_AmericaStrategyCenter End BuildCost = 2000 BuildTime = 30.0 ;in seconds WeaponSet Conditions = None Weapon = PRIMARY AirF_AuroraBombWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End ExperienceValue = 200 200 400 400 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaJetAuroraCommandSet ; *** AUDIO Parameters *** VoiceSelect = AuroraBomberVoiceSelect VoiceMove = AuroraBomberVoiceMove VoiceGuard = AuroraBomberVoiceMove VoiceAttack = AuroraBomberVoiceAttack SoundAmbient = AuroraBomberAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = AuroraBomberVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = AuroraBomberVoiceLowFuel VoiceGarrison = AuroraBomberVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 120 ;80.0 InitialHealth = 120 ;80.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_AuroraDeathInitial ;OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary ;OCLSecondary = None FXHitGround = FX_JetDeathHitGround ;OCLHitGround = None DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = EjectPilotDie ModuleTag_04 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = ExperienceScalarUpgrade ModuleTag_06 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetAIUpdate ModuleTag_07 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode AttackLocomotorType = SET_SUPERSONIC AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer ReturnForAmmoLocomotorType = SET_SLUGGISH ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL AuroraJetLocomotor Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 2 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_22 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AirF_PointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaJetStealthFighter ; *** ART Parameters *** SelectPortrait = SAStealth_L ButtonImage = SAStealth UpgradeCameo1 = Upgrade_AmericaLaserMissiles UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures UpgradeCameo4 = Upgrade_AmericaBunkerBusters ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVStealth HideSubObject = BurnerFX03 BurnerFX04 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburners ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = AVStealth_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = AVStealth_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = AVStealth_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburners ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = RUBBLE Model = AVStealth_D1 HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = AVStealth_D1 ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:StealthFighter EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 ShroudClearingRange = 300.0 Prerequisites Object = AirF_AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY StealthJetMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End BuildCost = 1250 BuildTime = 25.0 ;in seconds ExperienceValue = 100 100 200 300 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaJetStealthFighterCommandSet ; *** AUDIO Parameters *** VoiceSelect = StealthFighterVoiceSelect VoiceMove = StealthFighterVoiceMove VoiceAttack = StealthFighterVoiceAttack VoiceAttackAir = StealthFighterVoiceAttackAir VoiceGuard = StealthFighterVoiceAirPatrol SoundAmbient = StealthFighterAmbientLoop SoundAmbientRubble = NoSound SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = StealthFighterVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = AuroraBomberVoiceLowFuel VoiceGarrison = StealthFighterVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = LOCAL_UNIT_ONLY KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 180.0 InitialHealth = 180.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_StealthFighterDeathInitial ;OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary ;OCLSecondary = None FXHitGround = FX_JetDeathHitGround ;OCLHitGround = None DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_StealthDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = EjectPilotDie ModuleTag_04 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Behavior = ExperienceScalarUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 1500 ; msec StealthForbiddenConditions = FIRING_PRIMARY ; not currently used... but maybe someday? (srj) ;RevealDistanceFromTarget = 0.0f FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 2 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Locomotor = SET_NORMAL StealthJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_22 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AirF_PointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaVehicleComanche ; *** ART Parameters *** SelectPortrait = SACCommanche_L ButtonImage = SACCommanche UpgradeCameo1 = Upgrade_ComancheRocketPods UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures UpgradeCameo4 = AirF_Upgrade_StealthComanche ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVComancheAG HideSubObject = MissileUpgrade Animation = AVComancheAG.AVComancheAG AnimationMode = LOOP WeaponMuzzleFlash = PRIMARY TurretFX WeaponFireFXBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End ConditionState = REALLYDAMAGED Model = AVComancheAG_d Animation = AVComancheAG_d.AVComancheAG_d AnimationMode = LOOP End ConditionState = WEAPONSET_PLAYER_UPGRADE ShowSubObject = MissileUpgrade Animation = AVComancheAG.AVComancheAG AnimationMode = LOOP WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = AVComancheAG_d ShowSubObject = MissileUpgrade Animation = AVComancheAG_d.AVComancheAG_d AnimationMode = LOOP WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = RUBBLE Model = AVComancheAG_d Animation = AVComancheAG_d.AVComancheAG_d AnimationMode = LOOP End ConditionState = RUBBLE SPECIAL_DAMAGED Model = AVComancheAG_d HideSubObject = AVComanche_Prop End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Comanche EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 600 Prerequisites Object = AirF_AmericaAirfield End WeaponSet Conditions = None ; ----- Weapon = PRIMARY Comanche20mmCannonWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY ComancheAntiTankMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY NONE End WeaponSet Conditions = PLAYER_UPGRADE ; ----- Weapon = PRIMARY Comanche20mmCannonWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY ComancheAntiTankMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY ComancheRocketPodWeapon AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = AFG_ComancheArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = AFG_CountermeasuresComancheArmor DamageFX = None End BuildCost = 1200 BuildTime = 20 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CommandSet = AirF_AmericaVehicleComancheCommandSet ; *** AUDIO Parameters *** VoiceSelect = ComancheVoiceSelect VoiceMove = ComancheVoiceMove VoiceGuard = ComancheVoiceMove VoiceAttack = ComancheVoiceAttack SoundAmbient = ComancheAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ComancheVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceGarrison = ComancheVoiceMove TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceFireRocketPods = ComancheVoiceAttackRocket End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD Behavior = WeaponSetUpgrade ModuleTag_02 TriggeredBy = Upgrade_ComancheRocketPods End Behavior = ExperienceScalarUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Body = ActiveBody ModuleTag_04 MaxHealth = 220.0 InitialHealth = 220.0 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_ComancheStartDeath End Behavior = JetAIUpdate ModuleTag_06 MinHeight = 5 NeedsRunway = No KeepsParkingSpaceWhenAirborne = No AutoAcquireEnemiesWhenIdle = Yes ; note that comanches do not return to base when idle ; this is a bit of a trick... normally, units cannot move-and-fire at ; the same time. we need the comanche to be able to. so we give it ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret TurretTurnRate = 0 ; this "turret" does not turn TurretPitchRate = 0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End End Locomotor = SET_NORMAL ComancheLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_08 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 ; in degrees per second MaxSelfSpin = 300 ; in degrees per second SelfSpinUpdateDelay = 100 ; in milliseconds SelfSpinUpdateAmount = 10 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1500 ; in milliseconds MaxBladeFlyOffDelay = 1500 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades BladeBoneName = Propeller01 ; Most things that eject pilots do so immediately upon death, ; via use of EjectPilotDie, but Helicopters are a special case... ; they need to do so after their blades are ejected. OCLEjectPilot = OCL_EjectPilotViaParachute FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 1500 FinalRubbleObject = ComancheRubbleHull End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 2 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 4000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StealthUpdate ModuleTag_22 StealthDelay = 1500 ; msec StealthForbiddenConditions = FIRING_PRIMARY ATTACKING USING_ABILITY FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = No OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = StealthUpgrade ModuleTag_23 TriggeredBy = AirF_Upgrade_StealthComanche End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 3.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaJetA10Thunderbolt ; *** ART Parameters *** SelectPortrait = SAWarthog_L ButtonImage = SAWarthog Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = WeaponA01 ExtraPublicBone = WeaponA02 ExtraPublicBone = WeaponA03 ExtraPublicBone = WeaponA04 ExtraPublicBone = WeaponA05 ExtraPublicBone = WeaponA06 DefaultConditionState Model = AVWarthog WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin End ConditionState = REALLYDAMAGED Model = AVWarthog_D WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = RUBBLE ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:A10Thunderbolt EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300 Prerequisites Object = AirF_AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY A10ThunderboltVulcan End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience ; *** AUDIO Parameters *** SoundAmbient = A10ThunderboltAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject StartDive = A10ThunderboltDive End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_02 MaxHealth = 600.0 InitialHealth = 600.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = JetSlowDeathBehavior ModuleTag_03 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = None FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_A10DeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_A10DeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End ;SCRIPTED SUPPORT: These special power is triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_06 SpecialPowerTemplate = AirF_SuperweaponA10ThunderboltMissileStrike ;@@KRIS@@ UpgradeOCL = AirF_SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 UpgradeOCL = AirF_SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = DeliverPayloadAIUpdate ModuleTag_07 End Locomotor = SET_NORMAL A10ThunderboltLocomotor Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 3 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 ;;;;;;;; End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaJetCargoPlane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVCargoPln Animation = AVCargoPln.AVCargoPln AnimationMode = LOOP ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = AVCargoPln_D Animation = AVCargoPln_D.AVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVCargoPln_D Animation = AVCargoPln_D.AVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke05 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke05 JetSmokeLarge End ConditionState = RUBBLE Model = AVCargoPln_D1 Animation = AVCargoPln_D.AVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke06 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke05 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke06 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke05 JetSmokeLarge End OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = AVCargoPln_A2 Animation = AVCargoPln_A2.AVCargoPln_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = AVCargoPln_A2 Animation = AVCargoPln_A2.AVCargoPln_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = AVCargoPln_A2 Animation = AVCargoPln_A2.AVCargoPln_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoPlane EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = C130AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_05 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_06 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = AirF_SuperweaponCarpetBomb OCL = AirF_SUPERWEAPON_CarpetBomb CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_08 SpecialPowerTemplate = SuperweaponCrateDrop OCL = SUPERWEAPON_CrateDrop CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 1000 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain ModuleTag_10 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ;gs I added parachutable as a catch all to prevent making new kindofs (like CRATE) DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 ;;;;;;;; End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_13 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = TransitionDamageFX ModuleTag_17 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaInfantryColonelBurton ; *** ART Parameters *** SelectPortrait = SABurton_L ButtonImage = SABurton UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaChemicalSuits Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; idle DefaultConditionState Model = AIHERO_SKN IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponMuzzleFlash = SECONDARY NONE HideSubObject = MUZZLEFX01 End ; injured idle ConditionState = REALLYDAMAGED IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = AIHERO_SKL.AIHERO_ISTAHIT AnimationMode = ONCE End ; moving ConditionState = MOVING Animation = AIHERO_SKL.AIHERO_RNA 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails HideSubObject = MUZZLEFX01 End AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING FIRING_B AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B AliasConditionState = MOVING RELOADING_B ; injured moving ConditionState = MOVING REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IRNA 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured ParticleSysBone = None InfantryDustTrails HideSubObject = MUZZLEFX01 End AliasConditionState = MOVING FIRING_A REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = MOVING RELOADING_A REALLYDAMAGED AliasConditionState = MOVING FIRING_B REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED AliasConditionState = MOVING RELOADING_B REALLYDAMAGED ; Firing animation ConditionState = FIRING_A Animation = AIHERO_SKL.AIHERO_ATA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 TransitionKey = TRANS_FiringA End ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIHERO_SKL.AIHERO_ATA AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = RELOADING_A ; Injured Firing animation ConditionState = FIRING_A REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 TransitionKey = TRANS_FiringAInjured End ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATA AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringAInjured End AliasConditionState = RELOADING_A REALLYDAMAGED TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = AIHERO_SKL.AIHERO_IATAHIT AnimationMode = ONCE End ; Placing charge animation ConditionState = UNPACKING Animation = AIHERO_SKL.AIHERO_ATB1 AnimationMode = ONCE End AliasConditionState = MOVING UNPACKING ; Injured Placing charge animation ConditionState = UNPACKING REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATB1 AnimationMode = ONCE End AliasConditionState = MOVING UNPACKING REALLYDAMAGED ; Stab animations ConditionState = PREATTACK_B Animation = AIHERO_SKL.AIHERO_ATC AnimationMode = ONCE TransitionKey = TRANS_Stabbing HideSubObject = MUZZLEFX01 End AliasConditionState = PREATTACK_B MOVING AliasConditionState = PREATTACK_B FIRING_B AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B ConditionState = FIRING_B Animation = AIHERO_SKL.AIHERO_ATC AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = TRANS_Stabbing HideSubObject = MUZZLEFX01 End AliasConditionState = BETWEEN_FIRING_SHOTS_B AliasConditionState = RELOADING_B TransitionState = TRANS_Stabbing TRANS_Stand Animation = AIHERO_SKL.AIHERO_ATC2 AnimationMode = ONCE End ; Injured Stab animations ConditionState = PREATTACK_B REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATC1 AnimationMode = ONCE TransitionKey = TRANS_StabbingInjured HideSubObject = MUZZLEFX01 End AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED ConditionState = FIRING_B REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATC2 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = TRANS_StabbingInjured HideSubObject = MUZZLEFX01 End AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED AliasConditionState = RELOADING_B REALLYDAMAGED TransitionState = TRANS_StabbingInjured TRANS_StandInjured Animation = AIHERO_SKL.AIHERO_IATC2 AnimationMode = ONCE End ; cheering ConditionState = SPECIAL_CHEERING Animation = AIHERO_SKL.AIHERO_CHA AnimationMode = ONCE End ; injured cheering ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_ICHA AnimationMode = ONCE End ; climbing ConditionState = CLIMBING Animation = AIHERO_SKL.AIHERO_CLMID AnimationMode = LOOP TransitionKey = TRANS_Climbing End AliasConditionState = RAPPELLING AliasConditionState = CLIMBING REALLYDAMAGED AliasConditionState = RAPPELLING REALLYDAMAGED ConditionState = CLIMBING MOVING Animation = AIHERO_SKL.AIHERO_CLMUP AnimationMode = LOOP TransitionKey = TRANS_Climbing End AliasConditionState = CLIMBING MOVING REALLYDAMAGED ConditionState = RAPPELLING MOVING Animation = AIHERO_SKL.AIHERO_CLMUP AnimationMode = LOOP_BACKWARDS TransitionKey = TRANS_Climbing End AliasConditionState = RAPPELLING MOVING REALLYDAMAGED ; these transitions don't really work well with our code. leave 'em out. ; TransitionState = TRANS_Climbing TRANS_Stand ; Animation = AIHERO_SKL.AIHERO_CLMST ; AnimationMode = ONCE ; End ; ; TransitionState = TRANS_Stand TRANS_Climbing ; Animation = AIHERO_SKL.AIHERO_CLMST ; AnimationMode = ONCE_BACKWARDS ; End ; dying anims ConditionState = DYING Animation = AIHERO_SKL.AIHERO_DTA Animation = AIHERO_SKL.AIHERO_DTB Animation = AIHero_SKL.AIHero_IDTA Animation = AIHero_SKL.AIHero_IDTB AnimationMode = ONCE TransitionKey = TRANS_Dying End AliasConditionState = RAPPELLING DYING AliasConditionState = CLIMBING DYING TransitionState = TRANS_Dying TRANS_Flailing Animation = AIHERO_SKL.AIHERO_ADTG21 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIHERO_SKL.AIHERO_ADTG22 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIHERO_SKL.AIHERO_ADTG23 AnimationMode = ONCE TransitionKey = None End ; misc anims ConditionState = FREEFALL Animation = AIHERO_SKL.AIHERO_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIHERO_SKL.AIHERO_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIHERO_SKL.AIHERO_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = AIHERO_SKL.AIHERO_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = AIHERO_SKL.AIHERO_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:ColonelBurton Side = AmericaAirForceGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ColonelBurtonSniperRifleWeapon Weapon = SECONDARY ColonelBurtonKnifeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 500 Prerequisites Object = AirF_AmericaBarracks Object = AirF_AmericaStrategyCenter End BuildCost = 1500 BuildTime = 20.0 ;in seconds ExperienceValue = 50 100 100 150 ; Experience point value at each level ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaInfantryColonelBurtonCommandSet MaxSimultaneousOfType = 1 ; *** AUDIO Parameters *** VoiceSelect = ColonelBurtonVoiceSelect VoiceMove = ColonelBurtonVoiceMove VoiceAttack = ColonelBurtonVoiceAttack VoiceFear = ColonelBurtonVoiceFear VoiceGuard = ColonelBurtonVoiceMove SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceMelee = ColonelBurtonVoiceAttackKnife VoiceCreate = ColonelBurtonVoiceCreate VoiceGarrison = ColonelBurtonVoiceGarrison VoiceEnter = ColonelBurtonVoiceMove VoiceEnterHostile = ColonelBurtonVoiceMove VoiceGetHealed = ColonelBurtonVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. End Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor ColonelBurtonCliffLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes EnemyDetectionEvaEvent = EnemyColonelBurtonDetected OwnDetectionEvaEvent = OwnColonelBurtonDetected End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges UpdateModuleStartsAttack = Yes InitiateSound = ColonelBurtonVoicePlantRemoteCharge End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = RemoteC4Charge MaxSpecialObjects = 8 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge PackTime = 0 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 5000 ; in milliseconds End Behavior = SpecialAbility ModuleTag_10 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges UpdateModuleStartsAttack = Yes InitiateSound = ColonelBurtonVoicePlantTimedCharge End Behavior = SpecialAbilityUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = TimedC4Charge MaxSpecialObjects = 10 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 5000 ; in milliseconds End Behavior = ExperienceScalarUpgrade ModuleTag_12 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End ;Hero units can't be squished! ;Behavior = SquishCollide ModuleTag_13 ; ;nothing ;End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_18 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14 ShadowSizeY = 14 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object AirF_AmericaInfantryRanger ; *** ART Parameters *** SelectPortrait = SARanger_L ButtonImage = SARanger UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_InfantryCaptureBuilding UpgradeCameo4 = Upgrade_AmericaChemicalSuits ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; --- Idle DefaultConditionState Model = AIRngr_SKN IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponLaunchBone = SECONDARY Muzzle TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_SA2SB AnimationMode = ONCE End ; --- attacking (Machine Gun) ConditionState = USING_WEAPON_A Animation = AIRngr_SKL.AIRngr_ATA AnimationMode = LOOP TransitionKey = TRANS_FiringA End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringAInjured End TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_A2WAA AnimationMode = ONCE End TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_Stand TRANS_Move Animation = AIRngr_SKL.AIRngr_STA2RNA AnimationMode = ONCE End ; --- attacking (Grenade Launcher) ConditionState = PREATTACK_B Animation = AIRngr_SKL.AIRngr_ATBA AnimationMode = ONCE TransitionKey = TRANS_FiringB End AliasConditionState = PREATTACK_B MOVING AliasConditionState = PREATTACK_B FIRING_B AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B ConditionState = FIRING_B Animation = AIRngr_SKL.AIRngr_ATBB AnimationMode = ONCE TransitionKey = TRANS_FiringB End ConditionState = BETWEEN_FIRING_SHOTS_B Animation = AIRngr_SKL.AIRngr_ATBB AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = TRANS_FiringB WaitForStateToFinishIfPossible = TRANS_FiringB End AliasConditionState = RELOADING_B TransitionState = TRANS_Stand TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATBST1 AnimationMode = ONCE End TransitionState = TRANS_FiringB TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATBST2 AnimationMode = ONCE End ConditionState = PREATTACK_B REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_ATB2A AnimationMode = ONCE TransitionKey = TRANS_FiringBInjured End AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED ConditionState = FIRING_B REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_ATB2B AnimationMode = ONCE TransitionKey = TRANS_FiringBInjured End ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_ATB2B AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = TRANS_FiringBInjured WaitForStateToFinishIfPossible = TRANS_FiringBInjured End AliasConditionState = RELOADING_B REALLYDAMAGED TransitionState = TRANS_StandInjured TRANS_FiringBInjured Animation = AIRngr_SKL.AIRngr_ATB2ST1 AnimationMode = ONCE End TransitionState = TRANS_FiringBInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_ATB2ST2 AnimationMode = ONCE End ; -- cross-attack transitions TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 4 4 End ; --- moving ConditionState = MOVING Animation = AIRngr_SKL.AIRngr_RNA 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_RNB 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move End AliasConditionState = MOVING REALLYDAMAGED ATTACKING ; --- dying anims ConditionState = DYING Animation = AIRngr_SKL.AIRngr_DTA Animation = AIRngr_SKL.AIRngr_DTB AnimationMode = ONCE TransitionKey = None End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIRngr_SKL.AIRngr_ADTF1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIRngr_SKL.AIRngr_ADTF2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIRngr_SKL.AIRngr_ADTF3 AnimationMode = ONCE TransitionKey = None End AliasConditionState = DYING SPLATTED ; --- cheering ConditionState = SPECIAL_CHEERING Animation = AIRngr_SKL.AIRngr_CHA AnimationMode = LOOP End ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_CHB AnimationMode = LOOP End ; ----- PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = AIRngr_SKL.AIRngr_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIRngr_SKL.AIRngr_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIRngr_SKL.AIRngr_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = AIRngr_SKL.AIRngr_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_PTD AnimationMode = ONCE End ; ------- Bldg-capture ConditionState = UNPACKING Model = AIRngr_F_SKN Animation = AIRngr_F_SKL.AIRngr_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = AIRngr_F_SKN Animation = AIRngr_F_SKL.AIRngr_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = AIRngr_F_SKN Animation = AIRngr_F_SKL.AIRngr_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = AIRngr_F_SKN Animation = AIRngr_F_SKL.AIRngr_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ; --- RAPPELLING ANIMATIONS ConditionState = RAPPELLING Animation = AIRngr_SKL.AIRngr_RPL1 ;30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Rappelling End AliasConditionState = MOVING RAPPELLING TransitionState = TRANS_Rappelling TRANS_Stand Animation = AIRngr_SKL.AIRngr_RPL2 AnimationMode = ONCE End TransitionState = TRANS_Rappelling TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_RPL2 AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Ranger Side = AmericaAirForceGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY RangerAdvancedCombatRifle End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY RangerAdvancedCombatRifle Weapon = SECONDARY RangerFlashBangGrenadeWeapon AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = None End VisionRange = 100 ShroudClearingRange = 400 Prerequisites Object = AirF_AmericaBarracks End BuildCost = 225 BuildTime = 5.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaInfantryRangerCommandSet ; *** AUDIO Parameters *** VoiceSelect = RangerVoiceSelect VoiceMove = RangerVoiceMove VoiceGuard = RangerVoiceMove VoiceAttack = RangerVoiceAttack VoiceFear = RangerVoiceFear VoiceTaskComplete = RangerVoiceCaptureComplete UnitSpecificSounds VoiceEnter = RangerVoiceMove VoiceEnterHostile = RangerVoiceMove VoiceGarrison = RangerVoiceGarrison VoiceCreate = RangerVoiceCreate VoiceSubdue = RangerVoiceSubdue VoiceClearBuilding = RangerVoiceClearBuilding VoiceGetHealed = RangerVoiceMove VoicePrimaryWeaponMode = RangerVoiceModeGun VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang End UnitSpecificFX ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs CombatDropKillFX = FX_RangerCombatDropKill End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE Behavior = CommandButtonHuntUpdate ModuleTag_02 End Body = ActiveBody ModuleTag_03 MaxHealth = 180.0 InitialHealth = 180.0 End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = AIUpdateInterface ModuleTag_06 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 5.0 End Behavior = ProductionUpdate ModuleTag_08 ; nothing End Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit. End Behavior = WeaponSetUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = SquishCollide ModuleTag_12 ;nothing End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = PoisonedBehavior ModuleTag_17 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes ; Unpaused by upgrade module InitiateSound = RangerVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_19 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 15 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Behavior = LockWeaponCreate ModuleTag_21 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 13.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object AirF_AmericaInfantryMissileDefender ; *** ART Parameters *** SelectPortrait = SAMissleDefender_L ButtonImage = SAMissleDefender UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaChemicalSuits ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;***NOTE*** ;A little history -- the MissileDefender now uses the assets of the TankHunter. ;The TH uses assets of the GLA tunnel defender, and the TD uses assets of the NEW ;MD. It was a design/art/code decision because the new missile defender animations ;don't suit that of a mobile/offensive unit with packing and unpacking. DefaultConditionState Model = NITHNT_SKN IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 IdleAnimation = NITHNT_SKL.NITHNT_IDA IdleAnimation = NITHNT_SKL.NITHNT_IDB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 TransitionKey = TRANS_Stand WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End AliasConditionState = REALLYDAMAGED ConditionState = FIRING_A Animation = NITHNT_SKL.NITHNT_ATA AnimationMode = ONCE TransitionKey = TRANS_START_FIRING End AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = BETWEEN_FIRING_SHOTS_A Animation = NITHNT_SKL.NITHNT_STA AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_START_FIRING End AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = MOVING Animation = NITHNT_SKL.NITHNT_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING REALLYDAMAGED ConditionState = RELOADING_A Animation = NITHNT_SKL.NITHNT_ATA 10 AnimationMode = ONCE ;WeaponLaunchBone = PRIMARY WeaponA End AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING RELOADING_A REALLYDAMAGED ConditionState = DYING Animation = NITHNT_SKL.NITHNT_DTA Animation = NITHNT_SKL.NITHNT_DTB AnimationSpeedFactorRange = 0.9 1.25 AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NITHNT_SKL.NITHNT_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NITHNT_SKL.NITHNT_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NITHNT_SKL.NITHNT_ADTA3 AnimationMode = ONCE TransitionKey = None End ;PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = NITHNT_SKL.NITHNT_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NITHNT_SKL.NITHNT_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = NITHNT_SKL.NITHNT_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NITHNT_SKL.NITHNT_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:MissileTeam Side = AmericaAirForceGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY MissileDefenderMissileWeapon Weapon = SECONDARY MissileDefenderLaserGuidedMissileWeapon ;Controlled by special ability AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 400 Prerequisites Object = AirF_AmericaBarracks End BuildCost = 300 BuildTime = 5.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AirF_AmericaInfantryMissileDefenderCommandSet ; *** AUDIO Parameters *** VoiceSelect = MissileDefenderVoiceSelect VoiceMove = MissileDefenderVoiceMove VoiceGuard = MissileDefenderVoiceMove VoiceAttack = MissileDefenderVoiceAttack VoiceAttackAir = MissileDefenderVoiceAttack VoiceFear = MissileDefenderVoiceFear UnitSpecificSounds VoiceGarrison = MissileDefenderVoiceGarrison VoiceCreate = MissileDefenderVoiceCreate VoiceEnter = MissileDefenderVoiceMove VoiceGetHealed = MissileDefenderVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = ExperienceScalarUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes End Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles UpdateModuleStartsAttack = Yes InitiateSound = MissileDefenderVoiceAttackLaser End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles StartAbilityRange = 200.0 AbilityAbortRange = 250.0 ;If the target moves outside this range, abort. PreparationTime = 1000 PersistentPrepTime = 500 SpecialObject = LaserBeam SpecialObjectAttachToBone = Muzzle01 End Behavior = SquishCollide ModuleTag_10 ;nothing End ;Added by JMC on 7/12/03 so that the skirmish AI can tell the missile defenders to hunt using ;the laser guided missiles. Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit. End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_13 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ ; @todo -- this entire unit is "first pass only" and needs lots of specialization Object AirF_AmericaInfantryPilot ; *** ART Parameters *** SelectPortrait = SAPilot_L ButtonImage = SAPilot UpgradeCameo1 = Upgrade_AmericaChemicalSuits UpgradeCameo2 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AIRPlt_SKN IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA IdleAnimation = AIRPlt_SKL.AIRPlt_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = FREEFALL Animation = AIRPlt_SKL.AIRPLT_PFL AnimationMode = ONCE TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIRPlt_SKL.AIRPlt_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute WaitForStateToFinishIfPossible = TRANS_Falling End AliasConditionState = PARACHUTING DYING ConditionState = MOVING Animation = AIRPlt_SKL.AIRPlt_RNA AnimationMode = LOOP TransitionKey = TRANS_Stand ParticleSysBone = None InfantryDustTrails End ConditionState = DYING Animation = AIRPlt_SKL.AIRPlt_DTA Animation = AIRPlt_SKL.AIRPlt_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIRPlt_SKL.AIRPlt_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIRPlt_SKL.AIRPlt_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIRPlt_SKL.AIRPlt_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = AIRPLT_SKL.AIRPLT_CHA AnimationMode = LOOP End ;@TODO -- MISSING ANIMATION FILE ;TransitionState = TRANS_Falling TRANS_Chute ; Animation = AIRPLT_SKL.AIRPLT_POP ; AnimationMode = ONCE ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first ;End TransitionState = TRANS_Chute TRANS_Stand Animation = AIRPlt_SKL.AIRPlt_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Pilot Side = AmericaAirForceGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ExperienceValue = 10 10 10 10 ;Experience point value at each level ExperienceRequired = 0 1 2 3 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CommandSet = AmericaInfantryPilotCommandSet ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = PilotVoiceSelect VoiceMove = PilotVoiceMove VoiceAttack = PilotVoiceMove VoiceGarrison = NoSound VoiceFear = PilotVoiceFear UnitSpecificSounds VoiceEnter = PilotVoiceEnter VoiceEnterHostile = PilotVoiceEnter VoiceGetHealed = PilotVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY NO_GARRISON SCORE IGNORES_SELECT_ALL Behavior = VeterancyGainCreate ModuleTag_02 ; omit the "ScienceRequired" so that this upgrade always occurs. ; Pilots should never (repeat, never) be less than VETERAN status. StartingLevel = VETERAN End Behavior = VeterancyCrateCollide ModuleTag_03 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with ForbiddenKindOf = DOZER ; but not to TRANSPORTs or DOZERs! EffectRange = 0 ; 0=="affect only the thing you collide with" AddsOwnerVeterancy = Yes ; we add our own veterancy to the target (rather than just +1 level) IsPilot = Yes ; set the pilot flag because it's different than the veterancy crate and has extra checking End Body = ActiveBody ModuleTag_04 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_05 AutoAcquireEnemiesWhenIdle = Yes End Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor Locomotor = SET_NORMAL_UPGRADED BasicHumanLocomotorPlus25 Behavior = PhysicsBehavior ModuleTag_08 Mass = 5.0 End Behavior = LocomotorSetUpgrade ModuleTag_10 TriggeredBy = Upgrade_Veterancy_HEROIC End Behavior = SquishCollide ModuleTag_11 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_14 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object AirF_AmericaInfantryPathfinder ; *** ART Parameters *** SelectPortrait = SAPathfinder1_L ButtonImage = SAPathfinder1 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaChemicalSuits ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AIPFDR_SKN IdleAnimation = AIPFDR_SKL.AIPFDR_STA IdleAnimation = AIPFDR_SKL.AIPFDR_IDA AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Standing End AliasConditionState = REALLYDAMAGED ConditionState = MOVING Animation = AIPFDR_SKL.AIPFDR_RNA 25 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING REALLYDAMAGED ConditionState = FIRING_A Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position AnimationMode = ONCE TransitionKey = TRANS_FiringA End AliasConditionState = FIRING_A MOVING AliasConditionState = FIRING_A MOVING REALLYDAMAGED AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position AnimationMode = ONCE WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = RELOADING_A AliasConditionState = RELOADING_A REALLYDAMAGED ConditionState = DYING Animation = AIPFDR_SKL.AIPFDR_DTA AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIPFDR_SKL.AIPFDR_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIPFDR_SKL.AIPFDR_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIPFDR_SKL.AIPFDR_ADTA3 AnimationMode = ONCE TransitionKey = None End ConditionState = FREEFALL Animation = AIPFDR_SKL.AIPFDR_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIPFDR_SKL.AIPFDR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ;our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIPFDR_SKL.AIPFDR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ;our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Standing Animation = AIPFDR_SKL.AIPFDR_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Pathfinder Side = AmericaAirForceGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY USAPathfinderSniperRifle End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 200 ShroudClearingRange = 400 Prerequisites Object = AirF_AmericaBarracks Science = SCIENCE_Pathfinder End BuildCost = 600 BuildTime = 10.0 ;in seconds ExperienceValue = 40 40 60 80 ;Experience point value at each level ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaInfantryPathfinderCommandSet ; *** AUDIO Parameters *** VoiceSelect = PathfinderVoiceSelect VoiceMove = PathfinderVoiceMove VoiceGuard = PathfinderVoiceMove VoiceAttack = PathfinderVoiceAttack VoiceFear = PathfinderVoiceFear SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = PathfinderVoiceFear UnitSpecificSounds VoiceCreate = PathfinderVoiceCreate VoiceGarrison = PathfinderVoiceGarrison VoiceEnter = PathfinderVoiceMove VoiceEnterHostile = PathfinderVoiceMove VoiceGetHealed = PathfinderVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed MoodAttackCheckRate = 250 End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor Behavior = ExperienceScalarUpgrade ModuleTag_05 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = StealthDetectorUpdate ModuleTag_08 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 0 ; msec StealthForbiddenConditions = MOVING ; stays stealthy while attacking FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec MoveThresholdSpeed = 3 InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SquishCollide ModuleTag_10 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_13 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object AirF_CountermeasureFlare Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = None ParticleSysBone = None CountermeasureFlareParticleSys End End KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_03 Mass = 5 End Behavior = AIUpdateInterface ModuleTag_04 ; nothing End Locomotor = SET_NORMAL CountermeasureFlareLocomotor Behavior = LifetimeUpdate ModuleTag_05 MinLifetime = 3000 ; min lifetime in msec MaxLifetime = 3000 ; max lifetime in msec End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 4.0 End ;------------------------------------------------------------------------------ Object AirF_ComancheBlades ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVComanche_D2 Animation = AVComanche_D2.AVComanche_D2 AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Comanche Side = AmericaAirForceGeneral ; *** ENGINEERING Parameters *** KindOf = PRELOAD IMMOBILE Behavior = PhysicsBehavior ModuleTag_02 AllowBouncing = Yes End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 1000 ; min lifetime in msec MaxLifetime = 1000 ; max lifetime in msec End Behavior = StealthUpdate ModuleTag_04 StealthDelay = 1500 ; msec StealthForbiddenConditions = FIRING_PRIMARY ATTACKING USING_ABILITY FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = No OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = StealthUpgrade ModuleTag_05 TriggeredBy = AirF_Upgrade_StealthComanche End End ;------------------------------------------------------------------------------ Object AirF_AmericaParachute ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_FAL AnimationMode = LOOP End ConditionState = PARACHUTING Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_OPN AnimationMode = ONCE End ConditionState = RUBBLE Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_DRP AnimationMode = ONCE End ; this is a weird state to resolve an ambiguity: sometimes ; we can have a "rubble" parachute momentarily, that doesn't ; know that it has finished parachuting yet... ConditionState = RUBBLE PARACHUTING Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_DRP AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = AmericaAirForceGeneral EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 ShroudClearingRange = 300 IsTrainable = No ;Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** Behavior = AIUpdateInterface ModuleTag_02 ; nothing End Locomotor = SET_NORMAL ParachuteLocomotor Locomotor = SET_FREEFALL FreeFallLocomotor Body = ActiveBody ModuleTag_03 MaxHealth = 100000.0 InitialHealth = 100000.0 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = ParachuteContain ModuleTag_05 PitchRateMax = 60 ; deg/sec RollRateMax = 60 ; deg/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 25.0 ; how far we have to fall 'till we open our 'chute AllowInsideKindOf = INFANTRY PARACHUTABLE ParachuteOpenSound = ParachuteOpen End Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 SinkRate = 1 ; in Dist/Sec DestructionDelay = 4000 End RadarPriority = NOT_ON_RADAR Geometry = CYLINDER GeometryMajorRadius = 15.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AirF_AmericaCrateParachute ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_FAL AnimationMode = LOOP End ConditionState = PARACHUTING Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_OPN AnimationMode = ONCE End ConditionState = RUBBLE Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_DRP AnimationMode = ONCE End ; this is a weird state to resolve an ambiguity: sometimes ; we can have a "rubble" parachute momentarily, that doesn't ; know that it has finished parachuting yet... ConditionState = RUBBLE PARACHUTING Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_DRP AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = AmericaAirForceGeneral EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 ShroudClearingRange = 300 IsTrainable = No ;Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** Behavior = AIUpdateInterface ModuleTag_02 ; nothing End Locomotor = SET_NORMAL CrateParachuteLocomotor Locomotor = SET_FREEFALL CrateFreeFallLocomotor Body = ActiveBody ModuleTag_03 MaxHealth = 100000.0 InitialHealth = 100000.0 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = ParachuteContain ModuleTag_05 PitchRateMax = 60 ; deg/sec RollRateMax = 60 ; deg/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 12.5 ; how far we have to fall 'till we open our 'chute AllowInsideKindOf = PARACHUTABLE ParachuteOpenSound = ParachuteOpen End Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 SinkRate = 1 ; in Dist/Sec DestructionDelay = 4000 End RadarPriority = NOT_ON_RADAR Geometry = CYLINDER GeometryMajorRadius = 15.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AirF_LargeParachute ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_FAL AnimationMode = LOOP End ConditionState = PARACHUTING Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_OPN AnimationMode = ONCE End ConditionState = RUBBLE Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_DRP AnimationMode = ONCE End ; this is a weird state to resolve an ambiguity: sometimes ; we can have a "rubble" parachute momentarily, that doesn't ; know that it has finished parachuting yet... ConditionState = RUBBLE PARACHUTING Model = PMparacht_SKNc Animation = PMparacht_SKL.PMparacht_DRP AnimationMode = ONCE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM TransportSlotCount = 10 VisionRange = 300.0 ShroudClearingRange = 300 IsTrainable = No ;Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** Behavior = AIUpdateInterface ModuleTag_02 ; nothing End Locomotor = SET_NORMAL ParachuteLocomotor Locomotor = SET_FREEFALL FreeFallLocomotor Body = ActiveBody ModuleTag_03 MaxHealth = 100000.0 InitialHealth = 100000.0 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = ParachuteContain ModuleTag_05 PitchRateMax = 60 ; deg/sec RollRateMax = 60 ; deg/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 25.0 ; how far we have to fall 'till we open our 'chute AllowInsideKindOf = INFANTRY VEHICLE PARACHUTABLE ParachuteOpenSound = ParachuteOpen End Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 SinkRate = 1 ; in Dist/Sec DestructionDelay = 4000 End RadarPriority = NOT_ON_RADAR Geometry = CYLINDER GeometryMajorRadius = 15.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AirF_AmericaVehicleHumvee ; *** ART Parameters *** SelectPortrait = SAHummer_L ButtonImage = SAHummer UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaTOWMissile Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVHUMMER Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = AVHUMMER_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER_d Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Humvee Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeaponAirDummy End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeapon Weapon = TERTIARY HumveeMissileWeaponAir PreferredAgainst = TERTIARY AIRCRAFT End ArmorSet Conditions = None Armor = HumveeArmor DamageFX = TruckDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 320 Prerequisites Object = AirF_AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleHumveeCommandSet ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = HumveeVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = HumveeVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = HumveeVoiceUnload VoiceEnter = HumveeVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL HumveeLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaTOWMissile End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; This is commented out per hotlist request 10/9 ML ; Behavior = CreateObjectDie ModuleTag_15 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = AirF_OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ; End Behavior = EjectPilotDie ModuleTag_16 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED ; The following added out per hotlist request 10/9 as above ML VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;---------------------------------------------------------- Object AirF_AmericaVehicleTomahawk ; *** ART Parameters *** SelectPortrait = SACTomahawk_L ButtonImage = SACTomahawk UpgradeCameo1 = Upgrade_AmericaScoutDrone UpgradeCameo2 = Upgrade_AmericaBattleDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo5 = XXX Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset DefaultConditionState Model = AVTomahawk Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA WeaponHideShowBone = PRIMARY MISSILE End ConditionState = REALLYDAMAGED Model = AVTomahawk_D End AliasConditionState = RUBBLE TrackMarks = EXTnkTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:Tomahawk Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1300 BuildTime = 20.0 ;in seconds VisionRange = 180 ShroudClearingRange = 200 Prerequisites Object = AirF_AmericaWarFactory Object = AirF_AmericaStrategyCenter End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience WeaponSet Conditions = None Weapon = PRIMARY TomahawkMissileWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleTomahawkCommandSet ; *** AUDIO Parameters *** VoiceSelect = TomahawkVoiceSelect VoiceMove = TomahawkVoiceMove VoiceGuard = TomahawkVoiceMove VoiceAttack = TomahawkVoiceAttack SoundMoveStart = TomahawkMoveStart SoundMoveStartDamaged = TomahawkMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = TomahawkVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = TomahawkVoiceCrush VoiceEnter = TomahawkVoiceMove VoiceBombard = TomahawkVoiceAttack End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 180.0 InitialHealth = 180.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 360 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 60 ; turn rate, in degrees per sec TurretPitchRate = 60 FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = No NotWhileAttacking End Locomotor = SET_NORMAL TomahawkLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_15 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = CreateCrateDie ModuleTag SalvageData CrateData = SalvageCrateData End Behavior = DestroyDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End ; Behavior = FXListDie ; DeathTypes = ALL -CRUSHED -SPLATTED ; DeathFX = FX_GenericTankDeathEffect ; End ; Behavior = CreateObjectDie ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericTankDeathEffect ; End Behavior = EjectPilotDie ModuleTag_13 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_14 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ; Also known as the Ambulance Object AirF_AmericaVehicleMedic ; *** ART Parameters *** SelectPortrait = SAAmbulance_L ButtonImage = SAAmbulance UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = AVAmbulance Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA End ConditionState = REALLYDAMAGED Model = AVAmbulance_D Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA End ConditionState = RUBBLE Model = AVAmbulance_D End TrackMarks = EXTireTrack.tga OkToChangeModelColor = Yes Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Medic Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet ;*** Fully automated and driven by the CleanupHazardUpdate *** Conditions = None Weapon = PRIMARY AmbulanceCleanHazardWeapon AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = ToxinTruckArmor DamageFX = TruckDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 100 ShroudClearingRange = 400 Prerequisites Object = AirF_AmericaWarFactory End ExperienceValue = 50 50 50 50 ;Experience point value at each level IsTrainable = No CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleAmbulanceCommandSet ; *** AUDIO Parameters *** VoiceSelect = AmbulanceVoiceSelect VoiceMove = AmbulanceVoiceMove VoiceGuard = AmbulanceVoiceMove VoiceAttack = AmbulanceVoiceDetox SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AmbulanceVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceCrush = AmbulanceVoiceCrush VoiceEnter = AmbulanceVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = CleanupHazardUpdate ModuleTag_03 WeaponSlot = PRIMARY ScanRate = 1000 ScanRange = 100.0 ;If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move! End ;Can be ordered to clean up a larger area with the ability to move around at an extended range. Behavior = CleanupAreaPower ModuleTag_04 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up InitiateSound = AmbulanceVoiceDetox End Behavior = TransportAIUpdate ModuleTag_05 AutoAcquireEnemiesWhenIdle = No ;CleanupHazardUpdate handles this... Turret TurretTurnRate = 180 TurretPitchRate = 180 AllowsPitch = Yes MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) TurretFireAngleSweep = PRIMARY 25 ControlledWeaponSlots = PRIMARY End End Locomotor = SET_NORMAL HumveeLocomotor Behavior = TransportContain ModuleTag_06 Slots = 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = PhysicsBehavior ModuleTag_07 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 0 FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_FinalAmbulanceDebris End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_10 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_11 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = FXListDie ModuleTag_15 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GenericTankDeathEffect End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = ExperienceScalarUpgrade ModuleTag_17 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_18 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AutoHealBehavior ModuleTag_22 HealingAmount = 4 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = INFANTRY End Behavior = AutoHealBehavior ModuleTag_23 HealingAmount = 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 ; height set to allow clear clipping of projectile streams GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AirF_AmericaVehicleBattleDrone ; *** ART Parameters *** SelectPortrait = SABattleDrone_L ButtonImage = SABattleDrone UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE ;MAIN CHASSIS Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBATTLEDR Animation = AVBATTLEDR.AVBATTLEDR AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 WeaponMuzzleFlash = PRIMARY TurretFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = REALLYDAMAGED Model = AVBATTLEDR_D Animation = AVBATTLEDR_D.AVBATTLEDR_D AnimationMode = LOOP End End ;EXTENDING ARM (FOR REPAIRING) Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes DefaultConditionState Model = AVBATTLEDR_A End ;Unloading the arm (before starting to repair) ConditionState = UNPACKING Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 AnimationMode = ONCE End ;Loading the arm (after reparing complete) ConditionState = PACKING Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) ConditionState = FIRING_B Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 AnimationMode = ONCE End ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) ConditionState = FIRING_C Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:BattleDrone Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY BattleDroneMachineGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 200 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 150 Prerequisites Object = AirF_AmericaWarFactory End ExperienceValue = 10 10 10 10 ;Experience point value at each level IsTrainable = No ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_04 Turret TurretTurnRate = 360 // turn rate, in degrees per sec TurretPitchRate = 360 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = Yes ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BattleDroneLocomotor Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = MaxHealthUpgrade ModuleTag_06 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 50.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = SlavedUpdate ModuleTag_07 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaBattleDroneExplode End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = FXListDie ModuleTag_11 DeathTypes = ALL DeathFX = FX_AmericaBattleDroneExplode End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5 GeometryMinorRadius = 5 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaVehicleScoutDrone ; *** ART Parameters *** SelectPortrait = SAScout_L ButtonImage = SAScout UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVScoutDr Animation = AVScoutDr.AVScoutDr AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = AVScoutDr_d Animation = AVScoutDr_d.AVScoutDr_d AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScoutDrone Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 100 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 500 IsTrainable = No ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE DRONE NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL DroneLocomotor Behavior = StealthDetectorUpdate ModuleTag_04 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = SlavedUpdate ModuleTag_06 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. DistToTargetToGrantRangeBonus = 20 ;How close I have to be to the master's target in order to grant master a range bonus. StayOnSameLayerAsMaster = Yes End Behavior = MaxHealthUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 25.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_AmericaScoutDroneExplode End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaVehicleHellfireDrone ; *** ART Parameters *** SelectPortrait = SAHellfire_L ButtonImage = SAHellfire UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVScoutDr WeaponLaunchBone = PRIMARY WeaponA End ConditionState = REALLYDAMAGED Model = AVScoutDr_d End End ; ***DESIGN parameters *** DisplayName = OBJECT:HellfireDrone Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 500 BuildTime = 5.0 ;in seconds VisionRange = 100 ShroudClearingRange = 500 IsTrainable = No ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound WeaponSet Conditions = NONE Weapon = PRIMARY HellfireMissileWeapon End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 360 // turn rate, in degrees per sec TurretPitchRate = 360 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL HellfireDroneLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = SlavedUpdate ModuleTag_06 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. StayOnSameLayerAsMaster = Yes End Behavior = MaxHealthUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 25.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_AmericaScoutDroneExplode End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaHellfireDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaVehicleSpyDrone ; *** ART Parameters *** SelectPortrait = SAScout_L ButtonImage = SAScout UpgradeCameo1 = Upgrade_AmericaDroneArmor Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVSpyDrone Animation = AVSpyDrone.AVSpyDrone AnimationMode = LOOP End ; Damage state waiting for pristine's approval (or may just not need one) ; ConditionState = REALLYDAMAGED ; Model = AVSpyDrone_d ; Animation = AVSpyDrone_d.AVSpyDrone_d ; AnimationMode = LOOP ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:SpyDrone Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = SmallTankDamageFX End VisionRange = 250 ShroudClearingRange = 0; Dynamic range below IsTrainable = No ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE SELECTABLE INERT NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL SpyDroneLocomtor Behavior = DynamicShroudClearingRangeUpdate ModuleTag_04 FinalVision = 250.0 ChangeInterval = 50 ShrinkDelay = 2000 ShrinkTime = 1000 GrowDelay = 0 GrowTime = 1000 GrowInterval = 10 ; Faster than most GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 //dim blue, additive End End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = PhysicsBehavior ModuleTag_06 Mass = 50.0 End Behavior = DestroyDie ModuleTag_07 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = MaxHealthUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 50.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;USA Construction Dozer or USDozer Object AirF_AmericaVehicleDozer ; *** ART Parameters *** SelectPortrait = SACDozer_L ButtonImage = SACDozer ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVCONSTDOZ_A ParticleSysBone = EXHAUSTFX01 DozerSmokeLight WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = PREATTACK_A Animation = AVCONSTDOZ_A.AVCONSTDOZ_A AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt TransitionKey = TRANS_DIGGING End ConditionState = MOVING ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy TransitionKey = TRANS_DIGGING_DAMAGED End ConditionState = MOVING REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End TrackMarks = EXTireTrack2.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Dozer Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds VisionRange = 200 ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End ArmorSet Conditions = None Armor = DozerArmor ;Special Explosion-Proof Armor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AirF_AmericaDozerCommandSet ; *** AUDIO Parameters *** VoiceSelect = DozerUSAVoiceSelect VoiceMove = DozerUSAVoiceMove VoiceGuard = DozerUSAVoiceMove VoiceTaskComplete = DozerUSAVoiceBuildComplete SoundMoveStart = DozerUSAMoveStart SoundMoveStartDamaged = DozerUSAMoveStart UnitSpecificSounds VoiceCreate = DozerUSAVoiceCreate VoiceNoBuild = DozerUSAVoiceBuildNot VoiceCrush = DozerUSAVoiceCrush VoiceRepair = DozerUSAVoiceRepair VoiceDisarm = DozerUSAVoiceClearMine TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceEnter = DozerUSAVoiceMove VoiceBuildResponse = DozerUSAVoiceBuild End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 100 DestructionDelay = 1500 DestructionDelayVariance = 600 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_AmericaDozerExplode FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 ;;;;;;;; End Behavior = FXListDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = DestroyDie ModuleTag_24 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;Sentry Drone Object AirF_AmericaVehicleSentryDrone ; *** ART Parameters *** SelectPortrait = SAsentry_L ButtonImage = SAsentry UpgradeCameo1 = Upgrade_AmericaSentryDroneGun UpgradeCameo2 = Upgrade_AmericaDroneArmor ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 InitialRecoilSpeed = 10 MaxRecoilDistance = 1.5 RecoilSettleSpeed = 3 OkToChangeModelColor = Yes DefaultConditionState Model = AVSENTRY Animation = AVSENTRY.AVSENTRY AnimationMode = LOOP Turret = TURRET01 HideSubObject = TURRETUP09 ;Hide controlled turret WeaponFireFXBone = PRIMARY TurretFX WeaponMuzzleFlash = PRIMARY TurretFX WeaponRecoilBone = PRIMARY TurretUp End ConditionState = REALLYDAMAGED Turret = TURRET01 Model = AVSENTRY_D Animation = AVSENTRY_D.AVSENTRY_D AnimationMode = LOOP HideSubObject = TURRETUP09 ;Hide controlled turret End ConditionState = RUBBLE Model = AVSENTRY_D1 HideSubObject = TURRETUP09 ;Hide controlled turret End AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVSENTRY Animation = AVSENTRY.AVSENTRY AnimationMode = LOOP ShowSubObject = TURRETUP09 End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = AVSENTRY_D Animation = AVSENTRY_D.AVSENTRY_D AnimationMode = LOOP ShowSubObject = TURRETUP09 End TrackMarks = EXTnkTrack.tga TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft TreadDebrisRight = SentryDroneTrackDebrisDirtRight TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:SentryDrone Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SentryDroneGun End ArmorSet Conditions = None Armor = SentryDroneArmor DamageFX = TruckDamageFX End BuildCost = 850 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 350 Prerequisites Object = AirF_AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = No ;Can gain experience CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleSentryDroneCommandSet ; *** AUDIO Parameters *** VoiceSelect = SentryDroneVoiceSelect VoiceMove = SentryDroneVoiceMove VoiceGuard = SentryDroneVoiceMove VoiceAttack = SentryDroneVoiceMove SoundMoveStart = NoSound SoundMoveStartDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NoSound TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceEnter = NoSound Deploy = NoSound Undeploy = NoSound End Behavior = WeaponSetUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaSentryDroneGun End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = MaxHealthUpgrade ModuleTag_DroneArmorBonus TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 75.0 ChangeType = ADD_CURRENT_HEALTH_TOO End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret TurretTurnRate = 180 TurretPitchRate = 180 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = No RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY NaturalTurretAngle = 0 InitiallyDisabled = No MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;Stealthed ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 UnpackTime = 1000 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes End Locomotor = SET_NORMAL SentryLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = StealthUpdate ModuleTag_06 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY MOVING HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion End Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 225 ;Dustin, enable this for independant balancing! End ; Behavior = GrantUpgradeCreate ModuleTag_13 ; UpgradeToGrant = Upgrade_AmericaSentryDroneGun ; ExemptStatus = UNDER_CONSTRUCTION ; End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX01 ExtraPublicBone = TurretFX02 ExtraPublicBone = TURRET01 ExtraPublicBone = TURRETEL ExtraPublicBone = TURRETEL01 AttachToBoneInContainer = FIREPOINT01 DefaultConditionState Model = AVAVNGER_G Turret = TURRET01 TurretPitch = TURRETEL01 End ConditionState = REALLYDAMAGED Model = AVAVNGER_GD Turret = TURRET01 TurretPitch = TURRETEL01 End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = AmericaAirForceGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY AvengerAirLaserOne Weapon = SECONDARY AvengerAirLaserTwo End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End VisionRange = 0 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes NaturalTurretPitch = 45 End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 500 ; default is 2000 End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaTankAvenger ; *** ART Parameters *** SelectPortrait = SAAvnger_L ButtonImage = SAAvnger UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo5 = NONE Draw = W3DOverlordTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX03 ExtraPublicBone = LazerSpot01 ExtraPublicBone = LazerSpot02 DefaultConditionState Model = AVAVNGER HideSubObject = TURRET01 End ConditionState = REALLYDAMAGED Model = AVAVNGER_D HideSubObject = TURRET01 End ConditionState = RUBBLE Model = AVAVNGER_D1 End ;When a bombtruck disguises as an avenger, show the turret! ConditionState = DISGUISED Model = AVAVNGER ShowSubObject = TURRET01 End ConditionState = REALLYDAMAGED DISGUISED Model = AVAVNGER_D ShowSubObject = TURRET01 ;Hide controlled turret End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Avenger Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY AvengerTargetDesignator Weapon = SECONDARY AvengerAirLaserDummy End ArmorSet Conditions = None Armor = AntiAirVehicle DamageFX = TankDamageFX End BuildCost = 2000 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AirF_AmericaWarFactory Object = AirF_AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaTankAvengerCommandSet ; *** AUDIO Parameters *** VoiceSelect = AvengerVoiceSelect VoiceMove = AvengerVoiceMove VoiceGuard = AvengerVoiceMove VoiceAttack = AvengerVoicePaint VoiceAttackAir = AvengerVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AvengerVoiceCreate TurretMoveLoop = NoSound SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = NoSound VoiceEnter = AvengerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AvengerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_AvengerTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two WeaponTemplate = AvengerPointDefenseLaserTwo PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 100 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = AmericaTankAvengerLaserTurret ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = MaxHealthUpgrade ModuleTag_23 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaTankMicrowave ; *** ART Parameters *** SelectPortrait = SAThunderBolt_L ButtonImage = SAThunderBolt UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DTankDraw ModuleTag_01 ExtraPublicBone = WEAPON02 OkToChangeModelColor = Yes ConditionState = NONE Model = AVTHUNDRBLT ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare ParticleSysBone = NONE MicrowaveRotisserie End ConditionState = USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C Model = AVTHUNDRBLT End ConditionState = REALLYDAMAGED RUBBLE Model = AVTHUNDRBLT_D ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare ParticleSysBone = NONE MicrowaveRotisserie End ConditionState = REALLYDAMAGED RUBBLE USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C Model = AVTHUNDRBLT_D End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:Microwave Side = AmericaAirForceGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End WeaponSet Conditions = None ; Weapon = PRIMARY MicrowaveTankVehicleDisabler Weapon = PRIMARY MicrowaveTankBuildingDisabler ;SECONDARY MicrowaveTankBuildingDisabler Weapon = SECONDARY MicrowaveTankBuildingClearer ;TERTIARY MicrowaveTankBuildingClearer End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = AirF_AmericaWarFactory Object = AirF_AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaTankMicrowaveCommandSet ; *** AUDIO Parameters *** VoiceSelect = MicrowaveTankVoiceSelect VoiceMove = MicrowaveTankVoiceMove VoiceGuard = MicrowaveTankVoiceMove VoiceAttack = MicrowaveTankVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = MicrowaveTankVoiceCreate VoiceEnter = MicrowaveTankVoiceMove SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = MicrowaveTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 480 InitialHealth = 480 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 960 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_MicrowaveTankDeath FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_MicrowaveTankDeath_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = ExperienceScalarUpgrade ModuleTag_Upgrade01 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade02 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade03 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade04 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_Prod01 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FireWeaponUpdate ModuleTag_22 Weapon = MicrowaveTankEmitterWeapon ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long End Behavior = CommandButtonHuntUpdate ModuleTag_24 ; allows use of command button hunt script with this unit. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaCommandCenter ; *** ART Parameters *** SelectPortrait = SAComCentr_L ButtonImage = SAComCentr ; ----------------- Main Building ------------------------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ****************************************** ConditionState = NONE Model = ABBtCmdHQA Animation = ABBtCmdHQA.ABBtCmdHQA AnimationMode = LOOP End ConditionState = DAMAGED Model = ABBtCmdHQA_D Animation = ABBtCmdHQA_D.ABBtCmdHQA_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQA_E Animation = ABBtCmdHQA_E.ABBtCmdHQA_E AnimationMode = LOOP End ; night **************************************** ConditionState = NIGHT Model = ABBtCmdHQA_N Animation = ABBtCmdHQA_N.ABBtCmdHQA_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABBtCmdHQA_DN Animation = ABBtCmdHQA_DN.ABBtCmdHQA_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABBtCmdHQA_EN Animation = ABBtCmdHQA_EN.ABBtCmdHQA_EN AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = ABBtCmdHQA_S Animation = ABBtCmdHQA_S.ABBtCmdHQA_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABBtCmdHQA_DS Animation = ABBtCmdHQA_DS.ABBtCmdHQA_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABBtCmdHQA_ES Animation = ABBtCmdHQA_ES.ABBtCmdHQA_ES AnimationMode = LOOP End ; night snow **************************************** ConditionState = NIGHT SNOW Model = ABBtCmdHQA_NS Animation = ABBtCmdHQA_NS.ABBtCmdHQA_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ABBtCmdHQA_DNS Animation = ABBtCmdHQA_DNS.ABBtCmdHQA_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABBtCmdHQA_ENS Animation = ABBtCmdHQA_ENS.ABBtCmdHQA_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 = ABBtCmdHQA Animation = ABBtCmdHQA.ABBtCmdHQA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQA_D Animation = ABBtCmdHQA_D.ABBtCmdHQA_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQA_E Animation = ABBtCmdHQA_E.ABBtCmdHQA_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABBtCmdHQA_N Animation = ABBtCmdHQA_N.ABBtCmdHQA_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABBtCmdHQA_DN Animation = ABBtCmdHQA_DN.ABBtCmdHQA_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABBtCmdHQA_EN Animation = ABBtCmdHQA_EN.ABBtCmdHQA_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABBtCmdHQA_S Animation = ABBtCmdHQA_S.ABBtCmdHQA_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABBtCmdHQA_DS Animation = ABBtCmdHQA_DS.ABBtCmdHQA_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABBtCmdHQA_ES Animation = ABBtCmdHQA_ES.ABBtCmdHQA_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABBtCmdHQA_NS Animation = ABBtCmdHQA_NS.ABBtCmdHQA_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABBtCmdHQA_DNS Animation = ABBtCmdHQA_DNS.ABBtCmdHQA_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABBtCmdHQA_ENS Animation = ABBtCmdHQA_ENS.ABBtCmdHQA_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command Center should be free CommandSet = AirF_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 = AirF_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 = AirF_SuperweaponCarpetBomb ; OCL = AirF_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 = AirF_SuperweaponA10ThunderboltMissileStrike UpgradeOCL = AirF_SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 UpgradeOCL = AirF_SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_27 SpecialPowerTemplate = Early_SuperweaponEmergencyRepair UpgradeOCL = Early_SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = Early_SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 OCL = SUPERWEAPON_RepairVehicles1 CreateLocation = CREATE_AT_LOCATION End ;;;; **NOTE put this back in? ; note that this power isn't normally available to human players, only to AI ones ;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 = AirF_SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End ;Kris: Order matters -- process in order of highest level to lowest level technology. Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_3 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship3 GunshipTemplateName = AirF_AmericaJetSpectreGunship3 AttackAreaRadius = 200 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_2 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship2 GunshipTemplateName = AirF_AmericaJetSpectreGunship2 AttackAreaRadius = 200 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_1 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship1 GunshipTemplateName = AirF_AmericaJetSpectreGunship1 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_35 ; CommandSet = AirF_AmericaCommandCenterCommandSetToMOAB ; 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 ;------------------------------------------------------------------------------ Object AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites ; Object = AirF_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 = AirF_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 = AirF_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 AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaStrategyCenter End BuildCost = 5000 BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud clearing distance 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! ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End CommandSet = AirF_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 AirF_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 AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaWarFactory AirF_AmericaAirfield End CommandSet = AirF_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 ;Revealing info ;VisionObjectName = VisionObject 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 = AirF_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 Behavior = OCLSpecialPower ModuleTag_24;this has been removed from everywhere but the ChinaAirfield in CHI05 SpecialPowerTemplate = AirF_SuperweaponCarpetBomb OCL = AirF_SUPERWEAPON_CarpetBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Geometry = BOX GeometryMajorRadius = 62.0 GeometryMinorRadius = 44.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaSupplyCenter End BuildCost = 800 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = AirF_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 FS_AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT Body = StructureBody ModuleTag_10 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 = 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 = AirF_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 AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaPowerPlant End BuildCost = 2000 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -1 CommandSet = AirF_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 FS_POWER 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 = AirF_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 = AFG_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 AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE BuildCost = 2500 BuildTime = 45.0 ; in seconds Prerequisites Object = AirF_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 = AirF_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 AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE BuildCost = 600 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = AirF_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 = AirF_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 = AirF_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 ;------------------------------------------------------------------------------ Object AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaSupplyCenter End BuildCost = 2000 BuildTime = 15.0 ; in seconds EnergyProduction = -1 CommandSet = AirF_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 = AirF_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 ;------------------------------------------------------------------------------ Object AirF_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 = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_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 = AirF_PatriotBinaryDataStream ; Stream to draw from the requestor to me LaserToTarget = AirF_PatriotBinaryDataStream ; Stream to draw from me to the target End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = CreateObjectDie ModuleTag_09 CreationList = AirF_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 ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini ;------------------------------------------------------------------------------ Object AirF_PatriotMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:PatriotMissile EditorSorting = VEHICLE VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 50 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 5 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object AirF_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_DS 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 = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_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 = AirF_AmericaFireBaseCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** 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 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 ;------------------------------------------------------------------------------ Object AFG_AmericaVehicleChinook ; *** ART Parameters *** SelectPortrait = SAChinook_L ButtonImage = SAChinook ;UpgradeCameo1 = Upgrade_AmericaCountermeasures ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 ; Helicopter ExtraPublicBone = RopeStart ExtraPublicBone = RopeEnd DefaultConditionState Model = AVChinook Animation = AVChinook.AVChinook AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = AVChinook_d Animation = AVChinook_d.AVChinook_d AnimationMode = LOOP End ConditionState = RUBBLE Model = AVChinook_d Animation = AVChinook_d.AVChinook_d AnimationMode = LOOP End ConditionState = RUBBLE SPECIAL_DAMAGED Model = AVChinook_d HideSubObject = Props01 HideSubObject = Props02 End OkToChangeModelColor = Yes End Draw = W3DModelDraw ModuleTag_02 ; Cargo net ConditionState = NONE Model = None ; Nothing here TransitionKey = TRANS_Empty WaitForStateToFinishIfPossible = TRANS_Unloading End ConditionState = DYING Model = None ; Nothing here End AliasConditionState = RUBBLE AliasConditionState = CARRYING RUBBLE AliasConditionState = DOCKING RUBBLE AliasConditionState = DOCKING CARRYING RUBBLE ConditionState = CARRYING Model = AVChinook_A ;Carrying a full wobbly net of stuff Animation = AVChinook_A.AVChinook_A AnimationMode = LOOP TransitionKey = TRANS_Full WaitForStateToFinishIfPossible = TRANS_PickingUp End ConditionState = DOCKING Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST AnimationSpeedFactorRange = .75 .75 TransitionKey = TRANS_PickingUp WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. End ConditionState = DOCKING CARRYING Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE AnimationSpeedFactorRange = 2.75 2.75 TransitionKey = TRANS_Unloading WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. End End ; ***DESIGN parameters *** DisplayName = OBJECT:Chinook EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 600 BuildCost = 950 BuildTime = 10.0 ;in seconds Prerequisites Object = AirF_AmericaSupplyCenter End ExperienceValue = 50 50 50 50 ;Experience point value at each level IsTrainable = No CommandSet = AmericaVehicleChinookCommandSet ArmorSet Conditions = None Armor = ChinookArmor DamageFX = None End ; *** AUDIO Parameters *** VoiceSelect = ChinookVoiceSelect VoiceMove = ChinookVoiceMove VoiceAttack = ChinookVoiceAttack SoundAmbient = ChinookAmbientLoop SoundAmbientRubble = NoSound SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = ChinookVoiceCreate VoiceSupply = ChinookVoiceSupply VoiceUnload = ChinookVoiceUnload VoiceCombatDrop = ChinookVoiceCombatDrop VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! VoiceGarrison = ChinookVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at ; (well, "near" actually) an Airfield to get healed... ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD Body = ActiveBody ModuleTag_03 MaxHealth = 300.0 InitialHealth = 300.0 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ChinookAIUpdate ModuleTag_07 MaxBoxes = 8 SupplyCenterActionDelay = 2900 ;3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1200 ;1250 ; 875 ; ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely ; and we'll wait for each guy to clear before spawning another. PerRopeDelayMin = 900 PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 RopeWobbleLen = 10 RopeWobbleAmplitude = 0.25 RopeWobbleRate = 180 RopeFinalHeight = 10 ; stop this far above ground RappelSpeed = 30 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = TransportContain ModuleTag_08 Slots = 8 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 NumberOfExitPaths = 1 End Behavior = PhysicsBehavior ModuleTag_09 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 ; in degrees per second MaxSelfSpin = 300 ; in degrees per second SelfSpinUpdateDelay = 100 ; in milliseconds SelfSpinUpdateAmount = 10 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1500 ; in milliseconds MaxBladeFlyOffDelay = 1500 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades BladeBoneName = Propeller01 FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 30 FinalRubbleObject = ChinookRubbleHull End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AirF_PointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 33 ScanRange = 500.0 PredictTargetVelocityFactor = 1.0 End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaVehicleChinook ; *** ART Parameters *** SelectPortrait = SAComChinok_L ButtonImage = SAComChinok ;UpgradeCameo1 = Upgrade_AmericaCountermeasures ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 ; Helicopter ExtraPublicBone = RopeStart ExtraPublicBone = RopeEnd DefaultConditionState Model = AVChinookAG Animation = AVChinookAG.AVChinookAG AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = AVChinookAG_d Animation = AVChinookAG_d.AVChinookAG_d AnimationMode = LOOP End ConditionState = RUBBLE Model = AVChinookAG_d Animation = AVChinookAG_d.AVChinookAG_d AnimationMode = LOOP End ConditionState = RUBBLE SPECIAL_DAMAGED Model = AVChinookAG_d HideSubObject = Props01 HideSubObject = Props02 End OkToChangeModelColor = Yes End Draw = W3DModelDraw ModuleTag_02 ; Cargo net ConditionState = NONE Model = None ; Nothing here TransitionKey = TRANS_Empty WaitForStateToFinishIfPossible = TRANS_Unloading End ConditionState = DYING Model = None ; Nothing here End AliasConditionState = RUBBLE AliasConditionState = CARRYING RUBBLE AliasConditionState = DOCKING RUBBLE AliasConditionState = DOCKING CARRYING RUBBLE ConditionState = CARRYING Model = AVChinook_A ;Carrying a full wobbly net of stuff Animation = AVChinook_A.AVChinook_A AnimationMode = LOOP TransitionKey = TRANS_Full WaitForStateToFinishIfPossible = TRANS_PickingUp End ConditionState = DOCKING Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST AnimationSpeedFactorRange = .75 .75 TransitionKey = TRANS_PickingUp WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. End ConditionState = DOCKING CARRYING Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE AnimationSpeedFactorRange = 2.75 2.75 TransitionKey = TRANS_Unloading WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. End End ; ***DESIGN parameters *** DisplayName = OBJECT:AirF_Chinook EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 600 BuildCost = 1200 BuildTime = 25.0 ;in seconds Prerequisites Object = AirF_AmericaWarFactory End ExperienceValue = 60 60 60 60 ;Experience point value at each level IsTrainable = No CommandSet = AmericaVehicleChinookCommandSet WeaponSet Conditions = None Weapon = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon End ArmorSet Conditions = None Armor = ChinookArmor DamageFX = None End ; *** AUDIO Parameters *** VoiceSelect = CombatChinookVoiceSelect VoiceMove = ChinookVoiceMove VoiceAttack = CombatChinookVoiceAttack SoundAmbient = ChinookAmbientLoop SoundAmbientRubble = NoSound SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = CombatChinookVoiceCreate VoiceSupply = ChinookVoiceSupply VoiceUnload = ChinookVoiceUnload VoiceCombatDrop = ChinookVoiceCombatDrop VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! VoiceGarrison = ChinookVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at ; (well, "near" actually) an Airfield to get healed... ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD CAN_ATTACK Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS Stealthed End Body = ActiveBody ModuleTag_03 MaxHealth = 350.0 InitialHealth = 350.0 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ChinookAIUpdate ModuleTag_07 MaxBoxes = 8 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely ; and we'll wait for each guy to clear before spawning another. PerRopeDelayMin = 900 PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 RopeWobbleLen = 10 RopeWobbleAmplitude = 0.25 RopeWobbleRate = 180 RopeFinalHeight = 10 ; stop this far above ground RappelSpeed = 30 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = TransportContain ModuleTag_08 PassengersAllowedToFire = Yes Slots = 8 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 NumberOfExitPaths = 1 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = PhysicsBehavior ModuleTag_09 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 ; in degrees per second MaxSelfSpin = 300 ; in degrees per second SelfSpinUpdateDelay = 100 ; in milliseconds SelfSpinUpdateAmount = 10 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1500 ; in milliseconds MaxBladeFlyOffDelay = 1500 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades BladeBoneName = Propeller01 FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 30 FinalRubbleObject = ChinookRubbleHull End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AirF_PointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 33 ScanRange = 250.0 PredictTargetVelocityFactor = 1.0 End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AirF_AmericaJetRaptor ; *** ART Parameters *** SelectPortrait = SAKingRap_L ButtonImage = SAKingRap UpgradeCameo1 = Upgrade_AmericaLaserMissiles UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = WeaponA01 DefaultConditionState Model = AVRaptorAG HideSubObject = BurnerFX01 BurnerFX02 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburner ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = AVRaptorAG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = AVRaptorAG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = AVRaptorAG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; afterburner ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = AVRaptor_D1B HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = AVRaptor_D1B ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:KingRaptor EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 400 Prerequisites Object = AirF_AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY AirF_RaptorJetMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End BuildCost = 1100 BuildTime = 20 ExperienceValue = 75 75 125 175 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaJetRaptorCommandSet ; *** AUDIO Parameters *** VoiceSelect = KingRaptorVoiceSelect VoiceMove = RaptorVoiceMove VoiceAttack = RaptorVoiceAttack VoiceAttackAir = RaptorVoiceAttackAir VoiceGuard = RaptorVoiceAirPatrol SoundAmbient = RaptorAmbientLoop SoundAmbientRubble = NoSound ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield ; SoundAmbient = NoSound UnitSpecificSounds VoiceCreate = KingRaptorVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = RaptorVoiceLowFuel VoiceGarrison = RaptorVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetSlowDeathBehavior ModuleTag_05 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial OCLInitialDeath = OCL_RaptorDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_RaptorDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_RaptorDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = EjectPilotDie ModuleTag_06 ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = PointDefenseLaserUpdate ModuleTag_22 WeaponTemplate = AirF_RaptorPointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 10 ScanRange = 200.0 PredictTargetVelocityFactor = 2.0 End Behavior = StealthDetectorUpdate ModuleTag_24 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = 250 ;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 = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AirF_PointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = ArmorUpgrade ModuleTag_Armor25 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_26 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End ;------------------------------------------------------------------------------ Object AirF_AmericaJetB3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVB3bmbr ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = WingTip03 JetContrailThin ParticleSysBone = WingTip04 JetContrailThin End ConditionState = DAMAGED Model = AVB3bmbr_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVB3bmbr_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = RUBBLE Model = AVB3bmbr_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End OkToChangeModelColor = Yes End ; Draw = W3DModelDraw ModuleTag_02 ; DefaultConditionState ; Model = AVB3bmbr_A2K ; End ; ConditionState = DOOR_1_OPENING ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_CLOSING ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = REALLYDAMAGED ; Model = AVB3bmbr_A2DU ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_OPENING REALLYDAMAGED ; Model = AVB3bmbr_A2DU ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED ; Model = AVB3bmbr_A2DU ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ; End ; End ; ***DESIGN parameters *** DisplayName = OBJECT:B52 EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops Prerequisites Object = AirF_AmericaStrategyCenter End ; *** AUDIO Parameters *** SoundAmbient = B3BomberAmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_04 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_05 SpecialPowerTemplate = SuperweaponMOAB ;@@KRIS@@ OCL = SUPERWEAPON_MOAB CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B3Locomotor Behavior = TransportContain ModuleTag_09 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = TransitionDamageFX ModuleTag_11 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_12 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AirF_PointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 60.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object GC_Slth_GLAInfantryWorker ; *** ART Parameters *** SelectPortrait = SUWorker_L ButtonImage = SUWorker UpgradeCameo1 = Upgrade_GLAWorkerShoes ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UIWRKR_SKN IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = UIWRKR_SKL.UIWRKR_RNA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving ParticleSysBone = None InfantryDustTrails End ; it is legal to be ACTIVELY_CONSTRUCTING and MOVING at the same time, ; since we flip the bit once we get pretty close to the target. but it looks ; funky to do the construction animation while moving. ; so just use the normal move animation in that case. AliasConditionState = ACTIVELY_CONSTRUCTING MOVING ConditionState = ATTACKING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_MS AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Standing End ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_MSW 50 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING CARRYING TransitionState = TRANS_Stand TRANS_MetalDetector_Standing ;STANDING -> ATTACKING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing AnimationMode = ONCE End TransitionState = TRANS_MetalDetector_Standing TRANS_Stand ;ATTACKING -> STANDING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB2;put away standing AnimationMode = ONCE End TransitionState = TRANS_Carry TRANS_MetalDetector_Standing ;CARRYING -> ATTACKING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing AnimationMode = ONCE End TransitionState = TRANS_MetalDetector_Standing TRANS_Carry ;ATTACKING -> CARRYING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB2;put away standing AnimationMode = ONCE End TransitionState = TRANS_Carry TRANS_MetalDetector_Moving ;CARRYING -> MOVING ATTACKING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_MetalDetector_Moving TRANS_Stand ;MOVING ATTACKING -> STANDING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB2;put away moving AnimationMode = ONCE End TransitionState = TRANS_Stand TRANS_MetalDetector_Moving ;STANDING -> MOVING ATTACKING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_Moving TRANS_MetalDetector_Standing ;MOVING -> ATTACKING [STANDING] ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing AnimationMode = ONCE End TransitionState = TRANS_MetalDetector_Standing TRANS_Moving ;ATTACKING [STANDING] -> MOVING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRC2;put away moving [NEW NON-SKATING ANIMATION] AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_Moving TRANS_MetalDetector_Moving ;MOVING -> MOVING ATTACKING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_MetalDetector_Moving TRANS_Moving ;MOVING ATTACKING -> MOVING ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRC2;put away moving [NEW NON-SKATING ANIMATION] AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.0 End ConditionState = MOVING CARRYING ShowSubObject = BOX Animation = UIWRKR_SKL.UIWRKR_CARY 12 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry ParticleSysBone = None InfantryDustTrails End ; it is legal to be ACTIVELY_CONSTRUCTING and MOVING at the same time, ; since we flip the bit once we get pretty close to the target. but it looks ; funky to do the construction animation while moving. ; so just use the normal move animation in that case. AliasConditionState = ACTIVELY_CONSTRUCTING MOVING CARRYING ConditionState = CARRYING ShowSubObject = BOX Animation = UIWRKR_SKL.UIWRKR_CARST 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry End ConditionState = DYING Animation = UIWRKR_SKL.UIWRKR_DTA AnimationMode = ONCE TransitionKey = TRANS_Dying End AliasConditionState = DYING CARRYING TransitionState = TRANS_Dying TRANS_Flailing Animation = UIWRKR_SKL.UIWRKR_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIWRKR_SKL.UIWRKR_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIWRKR_SKL.UIWRKR_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = UIWRKR_SKL.UIWRKR_CHA AnimationMode = ONCE End ConditionState = ACTIVELY_CONSTRUCTING Animation = UIWRKR_SKL.UIWRKR_BDA AnimationMode = LOOP TransitionKey = TRANS_Constructing End AliasConditionState = ACTIVELY_CONSTRUCTING CARRYING ; -------------------- TransitionState = TRANS_Stand TRANS_Carry ShowSubObject = BOX Animation = UIWRKR_SKL.UIWRKR_PIK AnimationMode = ONCE End TransitionState = TRANS_Carry TRANS_Stand ShowSubObject = BOX Animation = UIWRKR_SKL.UIWRKR_PIK AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_Constructing Animation = UIWRKR_SKL.UIWRKR_TRA1 AnimationMode = ONCE End TransitionState = TRANS_Constructing TRANS_Stand Animation = UIWRKR_SKL.UIWRKR_TRA2 AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Worker Side = GLAStealthGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY WorkerMineDisarmingWeapon End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 200 ;Prerequisites ; Object = GLABarracks GLASupplyStash ;commented out, or else you can't build from Con Yard as Dozer. ;End BuildCost = 200 BuildTime = 5.0 ;in seconds CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GC_Slth_GLAWorkerCommandSet ; *** AUDIO Parameters *** VoiceSelect = WorkerVoiceSelect VoiceMove = WorkerVoiceMove VoiceAttack = WorkerVoiceMove VoiceGuard = WorkerVoiceMove VoiceFear = WorkerVoiceFear VoiceTaskComplete = WorkerVoiceBuildComplete UnitSpecificSounds VoiceEnter = WorkerVoiceMoveUpgraded VoiceEnterHostile = WorkerVoiceMoveUpgraded VoiceGarrison = WorkerVoiceGarrison VoiceCreate = WorkerVoiceCreate VoiceSupply = WorkerVoiceSupply VoiceNoBuild = WorkerVoiceBuildNot VoiceRepair = WorkerVoiceRepair VoiceDisarm = WorkerVoiceClearMine VoiceBuildResponse = WorkerVoiceBuild VoiceGetHealed = WorkerVoiceMoveUpgraded VoiceMoveUpgraded = WorkerVoiceMoveUpgraded End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER DOZER HARVESTER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 25 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ;400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ;400 ;ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL FastHumanLocomotor Locomotor = SET_NORMAL_UPGRADED WorkerShoesLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = LocomotorSetUpgrade ModuleTag_07 TriggeredBy = Upgrade_GLAWorkerShoes End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things End Behavior = PoisonedBehavior ModuleTag_13 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = StealthUpdate ModuleTag_14 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End Object GC_Slth_GLAInfantryStingerSoldier ; *** ART Parameters *** SelectPortrait = SUStinger_L ButtonImage = SUStinger UpgradeCameo1 = Upgrade_GLACamoNetting ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UISmsd_SKN IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC IdleAnimation = UISmsd_SKL.UISmsd_IDD AnimationMode = ONCE WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Exhaust WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY Exhaust WeaponLaunchBone = SECONDARY Muzzle WaitForStateToFinishIfPossible = TRANS_START_FIRING End AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = BETWEEN_FIRING_SHOTS_B AliasConditionState = RELOADING_A AliasConditionState = RELOADING_B ConditionState = MOVING Animation = UISmsd_SKL.UISmsd_WKB 25 AnimationMode = LOOP End ConditionState = DYING Animation = UISmsd_SKL.UISmsd_DTA Animation = UISmsd_SKL.UISmsd_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish End TransitionState = TRANS_Dying TRANS_Flailing Animation = UISmsd_SKL.UISmsd_ADTF1 Animation = UISmsd_SKL.UISmsd_ADTG21 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UISmsd_SKL.UISmsd_ADTF2 Animation = UISmsd_SKL.UISmsd_ADTG22 AnimationMode = LOOP TransitionKey = TRANS_Flailing WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish End ConditionState = DYING EXPLODED_BOUNCING Animation = UISmsd_SKL.UISmsd_ADTF3 Animation = UISmsd_SKL.UISmsd_ADTG23 AnimationMode = ONCE TransitionKey = None WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish End ConditionState = FIRING_A Animation = UISmsd_SKL.UISmsd_ATA AnimationMode = ONCE TransitionKey = TRANS_START_FIRING End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING RELOADING_A ConditionState = FIRING_B Animation = UISmsd_SKL.UISmsd_ATB AnimationMode = ONCE TransitionKey = TRANS_START_FIRINGB End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_B AliasConditionState = MOVING RELOADING_B ConditionState = SPECIAL_CHEERING Animation = UISMSD_SKL.UISMSD_CHA AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:StingerSoldier Side = GLAStealthGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY StingerMissileWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = SECONDARY StingerMissileWeaponAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End ArmorSet Conditions = None Armor = StingerSoldierArmor ;Extra protection due to being enclosed by the stinger site. DamageFX = None End VisionRange = 400.0 ShroudClearingRange = 400 Prerequisites Object = GC_Slth_GLABarracks End BuildCost = 100 BuildTime = 1.0 ;in seconds CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = StingerSoldierVoiceSelect VoiceMove = StingerSoldierVoiceMove VoiceAttack = StingerSoldierVoiceAttack ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER CLICK_THROUGH SPAWNS_ARE_THE_WEAPONS Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_16 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 = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed ATTACK_BUILDINGS Stealthed MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlavedUpdate ModuleTag_06 ;nothing End Behavior = SquishCollide ModuleTag_08 ;nothing End Behavior = StealthUpdate ModuleTag_10 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY MoveThresholdSpeed = 3 InnateStealth = No ;Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = StealthUpgrade ModuleTag_11 TriggeredBy = Upgrade_GLACamoNetting End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_14 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = StealthUpdate ModuleTag_15 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14 ShadowSizeY = 14 ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ ;Tunnel Fanatic ;Now called the RPG Trooper Object GC_Slth_GLAInfantryTunnelDefender ; *** ART Parameters *** SelectPortrait = SURPG_L ButtonImage = SURPG UpgradeCameo1 = Upgrade_GLAAPRockets ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UITunF_SKN IdleAnimation = UITunF_SKL.UITunF_STA 0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC AnimationMode = ONCE WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle End ConditionState = MOVING Animation = UITunF_SKL.UITunF_WKA 16 Animation = UITunF_SKL.UITunF_WKB 30 Animation = UITunF_SKL.UITunF_WKC 30 Animation = UITunF_SKL.UITunF_RNA 15 Animation = UITunF_SKL.UITunF_RNB 25 AnimationMode = LOOP ParticleSysBone = None InfantryDustTrails End ConditionState = DYING Animation = UITunF_SKL.UITunF_DTA Animation = UITunF_SKL.UITunF_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UITunF_SKL.UITunF_ADTA1 Animation = UITunF_SKL.UITunF_ADTE1 Animation = UITunF_SKL.UITunF_ADTF1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UITunF_SKL.UITunF_ADTA2 Animation = UITunF_SKL.UITunF_ADTE2 Animation = UITunF_SKL.UITunF_ADTF2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UITunF_SKL.UITunF_ADTA3 Animation = UITunF_SKL.UITunF_ADTE3 Animation = UITunF_SKL.UITunF_ADTF3 AnimationMode = ONCE TransitionKey = None End ConditionState = FIRING_A Animation = UITunF_SKL.UITunF_ATA AnimationMode = ONCE TransitionKey = TRANS_START_FIRING End ConditionState = BETWEEN_FIRING_SHOTS_A Animation = UITunF_SKL.UITunF_STA AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_START_FIRING End AliasConditionState = RELOADING_A ConditionState = SPECIAL_CHEERING Animation = UITUNF_SKL.UITUNF_CHA AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TunnelDefender Side = GLAStealthGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY TunnelDefenderRocketWeapon End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 400 ; Prerequisites ; Object = GLATunnelNetwork ; End BuildCost = 300 BuildTime = 5.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLAInfantryTunnelDefenderCommandSet ; *** AUDIO Parameters *** VoiceSelect = RPGTrooperVoiceSelect VoiceMove = RPGTrooperVoiceMove VoiceGuard = RPGTrooperVoiceMove VoiceAttack = RPGTrooperVoiceAttack VoiceFear = RPGTrooperVoiceFear UnitSpecificSounds VoiceCreate = RPGTrooperVoiceCreate VoiceGarrison = RPGTrooperVoiceGarrison VoiceEnter = RPGTrooperVoiceMove VoiceEnterHostile = RPGTrooperVoiceMove VoiceGetHealed = RPGTrooperVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed End Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SquishCollide ModuleTag_06 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_12 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = StealthUpdate ModuleTag_13 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;---------------------------------------------------------------------------- Object GC_Slth_GLAInfantryJarmenKell ; *** ART Parameters *** SelectPortrait = SUJermanKell1_L ;NOTE: Asset spelling mistake ButtonImage = SUJermanKell1 UpgradeCameo1 = Upgrade_GLAAPBullets ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; --- idle DefaultConditionState Model = UIHERO_SKN IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = TERTIARY Muzzle WeaponMuzzleFlash = TERTIARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = UIHERO_SKL.UIHERO_ISTAHIT AnimationMode = ONCE End ; --- attack ConditionState = FIRING_A Animation = UIHERO_SKL.UIHERO_ATA AnimationMode = ONCE TransitionKey = TRANS_FiringA AnimationSpeedFactorRange = 1.5 1.5 End ConditionState = BETWEEN_FIRING_SHOTS_A Animation = UIHERO_SKL.UIHERO_STA AnimationMode = ONCE WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = RELOADING_A ConditionState = FIRING_A REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IATA2 AnimationMode = ONCE TransitionKey = TRANS_FiringAInjured AnimationSpeedFactorRange = 1.5 1.5 End ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IATA2 AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringAInjured End AliasConditionState = RELOADING_A REALLYDAMAGED TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = UIHERO_SKL.UIHERO_IATAHIT AnimationMode = ONCE End ; --- moving ConditionState = MOVING Animation = UIHERO_SKL.UIHERO_RNA2 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IRNA 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING FIRING_A REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = MOVING RELOADING_A REALLYDAMAGED ; --- cheering ConditionState = SPECIAL_CHEERING Animation = UIHERO_SKL.UIHERO_CHA AnimationMode = LOOP End ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_ICHA AnimationMode = LOOP End ; --- dying ConditionState = DYING Animation = UIHERO_SKL.UIHERO_DTA Animation = UIHERO_SKL.UIHERO_DTB Animation = UIHERO_SKL.UIHERO_IDTA Animation = UIHERO_SKL.UIHERO_IDTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIHERO_SKL.UIHERO_ADTG21 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIHERO_SKL.UIHERO_ADTG22 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIHERO_SKL.UIHERO_ADTG23 AnimationMode = ONCE TransitionKey = None End ; --- falling ConditionState = FREEFALL Animation = UIHERO_SKL.UIHERO_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = UIHERO_SKL.UIHERO_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = UIHERO_SKL.UIHERO_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = UIHERO_SKL.UIHERO_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = UIHERO_SKL.UIHERO_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:JarmenKell Side = GLAStealthGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ;MaxSimultaneousOfType = 1 MaxSimultaneousOfType = 5 WeaponSet Conditions = None Weapon = PRIMARY GLAJarmenKellRifle Weapon = TERTIARY GC_Slth_GLAJarmenKellRifle Weapon = SECONDARY GC_Slth_GLAJarmenKellVehiclePilotSniperRifle AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = GC_Slth_GLABarracks Object = GC_Slth_GLAPalace End BuildCost = 1500 BuildTime = 20.0 ;in seconds ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GC_Slth_GLAInfantryJarmenKellCommandSet ; *** AUDIO Parameters *** VoiceSelect = JarmenKellVoiceSelect VoiceMove = JarmenKellVoiceMove VoiceGuard = JarmenKellVoiceMove VoiceAttack = JarmenKellVoiceAttack VoiceFear = JarmenKellVoiceFear SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = JarmenKellVoiceCreate VoiceSnipePilot = JarmenKellVoiceSnipe VoiceGarrison = JarmenKellVoiceGarrison VoiceEnter = JarmenKellVoiceMove VoiceEnterHostile = JarmenKellVoiceMove VoiceGetHealed = JarmenKellVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed End Locomotor = SET_NORMAL JarmenKellLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_06 StealthDelay = 2000 ; msec ; StealthForbiddenConditions = ATTACKING InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes EnemyDetectionEvaEvent = EnemyJarmenKellDetected OwnDetectionEvaEvent = OwnJarmenKellDetected End Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit. End Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPBullets End ;Hero units can't be squished! ;Behavior = SquishCollide ModuleTag_09 ; ;nothing ;End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_14 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object GC_Slth_GLAInfantrySniper ; *** ART Parameters *** SelectPortrait = SAPathfinder1_L ButtonImage = SAPathfinder1 ;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo2 = Upgrade_AmericaChemicalSuits ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AIPFDR_SKN IdleAnimation = AIPFDR_SKL.AIPFDR_STA IdleAnimation = AIPFDR_SKL.AIPFDR_IDA AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Standing End AliasConditionState = REALLYDAMAGED ConditionState = MOVING Animation = AIPFDR_SKL.AIPFDR_RNA 25 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING REALLYDAMAGED ConditionState = FIRING_A Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position AnimationMode = ONCE TransitionKey = TRANS_FiringA End AliasConditionState = FIRING_A MOVING AliasConditionState = FIRING_A MOVING REALLYDAMAGED AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position AnimationMode = ONCE WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = RELOADING_A AliasConditionState = RELOADING_A REALLYDAMAGED ConditionState = DYING Animation = AIPFDR_SKL.AIPFDR_DTA AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIPFDR_SKL.AIPFDR_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIPFDR_SKL.AIPFDR_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIPFDR_SKL.AIPFDR_ADTA3 AnimationMode = ONCE TransitionKey = None End ConditionState = FREEFALL Animation = AIPFDR_SKL.AIPFDR_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIPFDR_SKL.AIPFDR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ;our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIPFDR_SKL.AIPFDR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ;our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Standing Animation = AIPFDR_SKL.AIPFDR_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Sniper Side = GLAStealthGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY USAPathfinderSniperRifle End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 200 ShroudClearingRange = 400 Prerequisites Object = Slth_GLABarracks Object = Slth_GLAPalace End BuildCost = 600 BuildTime = 10.0 ;in seconds ExperienceValue = 40 40 60 80 ;Experience point value at each level ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaInfantryPathfinderCommandSet ; *** AUDIO Parameters *** VoiceSelect = PathfinderVoiceSelect VoiceMove = PathfinderVoiceMove VoiceGuard = PathfinderVoiceMove VoiceAttack = PathfinderVoiceAttack VoiceFear = PathfinderVoiceFear SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = PathfinderVoiceFear UnitSpecificSounds VoiceCreate = PathfinderVoiceCreate VoiceGarrison = PathfinderVoiceGarrison VoiceEnter = PathfinderVoiceMove VoiceEnterHostile = PathfinderVoiceMove VoiceGetHealed = PathfinderVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed MoodAttackCheckRate = 250 End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor Behavior = ExperienceScalarUpgrade ModuleTag_05 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = StealthDetectorUpdate ModuleTag_08 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 0 ; msec StealthForbiddenConditions = MOVING ; stays stealthy while attacking FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec MoveThresholdSpeed = 3 InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SquishCollide ModuleTag_10 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_13 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object GC_Slth_GLAInfantryRebel ; *** ART Parameters *** SelectPortrait = SURebel_L ButtonImage = SURebel UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_InfantryCaptureBuilding ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ---- standing DefaultConditionState Model = UIRGrd_SKN IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Standing End ConditionState = REALLYDAMAGED IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE TransitionKey = TRANS_StandingHurt End ; ---- moving ConditionState = MOVING Animation = UIRGrd_SKL.UIRGrd_RNA 15 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_RNB 25 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ---- dying ConditionState = DYING Animation = UIRGrd_SKL.UIRGrd_DTA Animation = UIRGrd_SKL.UIRGrd_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIRGrd_SKL.UIRGrd_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIRGrd_SKL.UIRGrd_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIRGrd_SKL.UIRGrd_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = UIRGrd_SKL.UIRGrd_IDB End ; ---- firing ConditionState = USING_WEAPON_A Animation = UIRGrd_SKL.UIRGrd_ATA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = UIRGrd_SKL.UIRGrd_ATAST AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = UIRGrd_SKL.UIRGrd_ATAED AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End ; ------- Bldg-capture ConditionState = UNPACKING Model = UIRGrd_F_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = UIRGrd_F_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = UIRGrd_F_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = UIRGrd_F_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:Rebel Side = GLAStealthGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GLARebelMachineGun End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GC_Slth_GLABarracks End BuildCost = 150 BuildTime = 5.0 ;in seconds ExperienceValue = 15 15 30 40 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLAInfantryRebelCommandSet ; *** AUDIO Parameters *** VoiceSelect = RebelVoiceSelect VoiceMove = RebelVoiceMove VoiceGuard = RebelVoiceMove VoiceAttack = RebelVoiceAttack SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = RebelVoiceFear VoiceTaskComplete = RebelVoiceCaptureComplete UnitSpecificSounds VoiceCreate = RebelVoiceCreate VoiceSubdue = RebelVoiceSubdue VoiceGarrison = RebelVoiceGarrison VoiceEnter = RebelVoiceMove VoiceEnterHostile = RebelVoiceMove VoiceGetHealed = RebelVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed End Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY MoveThresholdSpeed = 3 InnateStealth = No ;Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = WeaponBonusUpgrade ModuleTag_09 TriggeredBy = Upgrade_GLAAPBullets End Behavior = SquishCollide ModuleTag_11 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_16 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RebelVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 12 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Behavior = StealthUpdate ModuleTag_20 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object GC_Slth_GLAInfantryTerrorist ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UITRST_SKN IdleAnimation = UITRST_SKL.UITRST_STA 0 25 ;Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED Animation = UITRST_SKL.UITRST_STA AnimationMode = LOOP TransitionKey = TRANS_Stand End ConditionState = FREEFALL Animation = UITRST_SKL.UITRST_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = UITRST_SKL.UITRST_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING ConditionState = MOVING Animation = UITRST_SKL.UITRST_RNA 15 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING Animation = UITRST_SKL.UITRST_RNB 10 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None End AliasConditionState = ATTACKING MOVING REALLYDAMAGED ConditionState = PREATTACK_A Animation = UITRST_SKL.UITRST_ATA AnimationMode = ONCE End AliasConditionState = PREATTACK_A MOVING ConditionState = DYING Animation = UITRST_SKL.UITRST_DTA Animation = UITRST_SKL.UITRST_DTC AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UITRST_SKL.UITRST_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UITRST_SKL.UITRST_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UITRST_SKL.UITRST_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = UITRST_SKL.UITRST_CHA AnimationMode = LOOP End TransitionState = TRANS_Falling TRANS_Chute Animation = UITRST_SKL.UITRST_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = UITRST_SKL.UITRST_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Terrorist Side = GLAStealthGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE ;damage to do ini logic for type of death to play -- unresistable for success. Weapon = PRIMARY TerroristSuicideWeapon End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 200 Prerequisites Object = GC_Slth_GLABarracks End BuildCost = 200 BuildTime = 5.0 ;in seconds CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLAInfantryTerroristCommandSet ; *** AUDIO Parameters *** VoiceSelect = TerroristVoiceSelect VoiceMove = TerroristVoiceMove VoiceAttack = TerroristVoiceAttack VoiceFear = TerroristVoiceFear VoiceGuard = TerroristVoiceMove UnitSpecificSounds VoiceGarrison = TerroristVoiceMove VoiceCreate = TerroristVoiceCreate VoiceEnter = TerroristVoiceEnter VoiceEnterHostile = TerroristVoiceEnterHostile VoiceGetHealed = TerroristVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End ExperienceValue = 20 20 20 20 ; Experience point value at each level Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed End Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL FastHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End ;Kris Behavior = ConvertToCarBombCrateCollide ModuleTag_06 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with ;ForbiddenKindOf = TRANSPORT DOZER ; but not to TRANSPORTs or DOZERs! FXList = FX_MakeCarBombSuccess End Behavior = SquishCollide ModuleTag_07 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TerroristDie End ;POISON_DEATHS POISON_DEATHS POISON_DEATHS POISON_DEATHS Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ;POISON_DEATHS POISON_DEATHS POISON_DEATHS POISON_DEATHS ; I have just pulled my ripcord, and this ain't no parachute! Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +SUICIDED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack StartsActive = Yes ; turned on by upgrade DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_14 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = StealthUpdate ModuleTag_15 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY InnateStealth = Yes ;Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = Yes End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object GC_Slth_GLAInfantryHijacker ; *** ART Parameters *** SelectPortrait = SUHijacker_L ButtonImage = SUHijacker ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UIHJCK_SKN IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA IdleAnimation = UIHJCK_SKL.UIHJCK_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End AliasConditionState = REALLYDAMAGED ConditionState = MOVING Animation = UIHJCK_SKL.UIHJCK_RUN AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = REALLYDAMAGED MOVING ConditionState = DYING Animation = UIHJCK_SKL.UIHJCK_DTA Animation = UIHJCK_SKL.UIHJCK_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIHJCK_SKL.UIHJCK_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIHJCK_SKL.UIHJCK_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIHJCK_SKL.UIHJCK_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = UIHJCK_SKL.UIHJCK_CHA AnimationMode = LOOP End ConditionState = PARACHUTING Animation = UIHJCK_SKL.UIHJCK_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = UIHJCK_SKL.UIHJCK_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = UIHJCK_SKL.UIHJCK_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Hijacker Side = GLAStealthGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 200 Prerequisites Object = GC_Slth_GLABarracks Object = GC_Slth_GLAPalace Science = SCIENCE_Hijacker End BuildCost = 400 BuildTime = 10.0 ;in seconds ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = No ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLAInfantryHijackerCommandSet ; *** AUDIO Parameters *** VoiceSelect = HijackerVoiceSelect VoiceMove = HijackerVoiceMove VoiceGuard = HijackerVoiceMove VoiceAttack = HijackerVoiceAttack VoiceFear = HijackerVoiceFear UnitSpecificSounds VoiceGarrison = HijackerVoiceGarrison VoiceCreate = HijackerVoiceCreate VoiceEnter = HijackerVoiceEnter VoiceEnterHostile = HijackerVoiceEnterHostile VoiceGetHealed = HijackerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE STEALTH_GARRISON ;STEALTH_GARRISON Added per Dustin, 12/14--ML Behavior = StealthUpdate ModuleTag_02 StealthDelay = 1500 StealthForbiddenConditions = ATTACKING ;MOVING ;MoveThresholdSpeed = 3 InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = HijackerUpdate ModuleTag_04 ParachuteName = AmericaParachute End Behavior = AIUpdateInterface ModuleTag_05 AutoAcquireEnemiesWhenIdle = Yes Stealthed End Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL JarmenKellLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_08 RequiredKindOf = VEHICLE ; This is my car now, infidel! End Behavior = SquishCollide ModuleTag_09 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_HijackerDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_HijackerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_14 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ ;GLA Radar Van Object GC_Slth_GLAVehicleRadarVan ; *** ART Parameters *** SelectPortrait = SURadarVan_L ButtonImage = SURadarVan UpgradeCameo1 = Upgrade_GLARadarVanScan UpgradeCameo2 = Upgrade_GLAJunkRepair ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVRadarVan Animation = UVRadarVan.UVRadarVan AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = UVRadarVan_D Animation = UVRadarVan_D.UVRadarVan_D AnimationMode = LOOP End ConditionState = RUBBLE Model = UVRadarVan_D Animation = UVRadarVan_D.UVRadarVan_D AnimationMode = LOOP End TrackMarks = EXTireTrack.tga ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:RadarVan Side = GLAStealthGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End BuildCost = 500 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 500 Prerequisites Object = GC_Slth_GLAArmsDealer End IsTrainable = No CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLAVehicleRadarVanCommandSet ; *** AUDIO Parameters *** VoiceSelect = RadarVanVoiceSelect VoiceMove = RadarVanVoiceMove VoiceAttack = RadarVanVoiceMove SoundMoveStart = RadarVanMoveStart SoundMoveStartDamaged = RadarVanMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = RadarVanVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop ; Required for the W3DTruckDraw module TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = RadarVanVoiceCrush VoiceEnter = RadarVanVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL Body = ActiveBody ModuleTag_02 MaxHealth = 200 InitialHealth = 200 End ExperienceValue = 20 20 20 20 ; Experience point value at each level Behavior = GrantUpgradeCreate ModuleTag_03 UpgradeToGrant = Upgrade_GLARadar End Behavior = RadarUpgrade ModuleTag_05 TriggeredBy = Upgrade_GLARadar DisableProof = Yes ; Won't be disabled by power low End Behavior = OCLSpecialPower ModuleTag_06 SpecialPowerTemplate = SpecialPowerRadarVanScan OCL = SUPERWEAPON_RadarVanScan CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes ; Unpaused by upgrade module End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_07 SpecialPowerTemplate = SpecialPowerRadarVanScan TriggeredBy = Upgrade_GLARadarVanScan End Behavior = AutoHealBehavior ModuleTag_08 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = AIUpdateInterface ModuleTag_09 Turret TurretTurnRate = 100 ControlledWeaponSlots = PRIMARY End End Locomotor = SET_NORMAL RadarVanLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 50.0 End ; The default explosion Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RadarVanDeathEffect End Behavior = FlammableUpdate ModuleTag_13 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = DestroyDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_15 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End ; A crushing defeat Behavior = FXListDie ModuleTag_17 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_18 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = TransitionDamageFX ModuleTag_19 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition End Behavior = StealthUpdate ModuleTag_20 StealthDelay = 1500 StealthForbiddenConditions = NONE ;MoveThresholdSpeed = 3 InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ;minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ; this unit is never really "built"; building one triggers the random building of ; one of the other chassis. If you want a *specific* chassis, choose it explicitly; ; if you want a chassis at random, specify this. Object GC_Slth_GLAVehicleTechnical ; *** ART Parameters *** SelectPortrait = SUTechnical_L ButtonImage = SUTechnical Draw = W3DModelDraw ModuleTag_01 DefaultConditionState ; give it a model so it'll show up in WB Model = UVTechTrck End End ; set cost and time fields here or else they won't work BuildCost = 500 BuildTime = 5.0 ;in seconds ; Needed to get the Veterancy Overlays on top of the Technical with his build variations. ;------------------------------------------------------------ Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_TechnicalTraining End Side = GLAStealthGeneral EditorSorting = VEHICLE BuildVariations = GC_Slth_GLAVehicleTechnicalChassisOne GC_Slth_GLAVehicleTechnicalChassisTwo GC_Slth_GLAVehicleTechnicalChassisThree KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE TRANSPORT End ;------------------------------------------------------------------------------ Object GC_Slth_GLAVehicleTechnicalChassisOne ; *** ART Parameters *** SelectPortrait = SUTechnical_L ButtonImage = SUTechnical UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_GLAJunkRepair ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 ExtraPublicBone = Dum_Turret DefaultConditionState Model = UVTechTrck End ConditionState = REALLYDAMAGED Model = UVTechTrck_d End ConditionState = RUBBLE Model = UVTechTrck_d End OkToChangeModelColor = Yes TrackMarks = EXTireTrack.tga Dust = TechnicalDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret ; ------------------ basic technical ------------------------ DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = MOVING Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = TURRET_ROTATE MOVING AliasConditionState = TURRET_ROTATE FIRING_A AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE RELOADING_A AliasConditionState = TURRET_ROTATE MOVING FIRING_A AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE MOVING RELOADING_A ConditionState = FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_ONE IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_TWO IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A End ; ***DESIGN parameters *** DisplayName = OBJECT:Technical Side = GLAStealthGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY TechnicalMachineGunWeapon End WeaponSet Conditions = CRATEUPGRADE_ONE Weapon = PRIMARY TechnicalCannonWeapon End WeaponSet Conditions = CRATEUPGRADE_TWO Weapon = PRIMARY TechnicalRPGWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TruckDamageFX End ;update cost and time fields in Object GLAVehicleTechnical, or else they won't work ;BuildCost = 300 ;BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Slth_GLAArmsDealer End ExperienceValue = 25 25 50 100 ;Experience point value at each level ExperienceRequired = 0 50 75 150 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLAVehicleTechnicalCommandSet ; *** AUDIO Parameters *** VoiceSelect = TechnicalVoiceSelect VoiceMove = TechnicalVoiceMove VoiceGuard = TechnicalVoiceMove VoiceAttack = TechnicalVoiceAttack SoundMoveStart = TechnicalMoveStart SoundMoveStartDamaged = TechnicalMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = TechnicalVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceSalvage = TechnicalVoiceSalvage VoiceCrush = TechnicalVoiceCrush VoiceUnload = TechnicalVoiceUnload VoiceEnter = TechnicalVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_TechnicalTraining End Body = ActiveBody ModuleTag_04 MaxHealth = 180 InitialHealth = 180 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 360 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_05 Turret TurretTurnRate = 240 ; turn rate, in degrees per sec NaturalTurretAngle = 0 MinIdleScanAngle = 30 ; in degrees off the natural turret angle MaxIdleScanAngle = 60 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL TechnicalLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 40.0 End Behavior = AutoHealBehavior ModuleTag_07 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = FlammableUpdate ModuleTag_09 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_TechnicalJeep_CrushEffect End Behavior = CreateCrateDie ModuleTag_14 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = SlowDeathBehavior ModuleTag_15 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 1500 OCL = INITIAL OCL_TechnicalAirDeathStart FX = INITIAL FX_TechnicalAirDeathGroundPart OCL = FINAL OCL_RocketBuggyAirDeath FX = FINAL FX_RocketBuggyAirDeathAirPart ; This happens in the air End Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY DamagePercentToUnits = 10% GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. TriggeredBy = Upgrade_GLAAPBullets End Behavior = StealthUpdate ModuleTag_19 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 9.0 GeometryHeight = 7.5 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ObjectReskin GC_Slth_GLAVehicleTechnicalChassisTwo GC_Slth_GLAVehicleTechnicalChassisOne ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 ExtraPublicBone = Dum_Turret DefaultConditionState Model = UVTechVan End ConditionState = REALLYDAMAGED Model = UVTechVan_d End ConditionState = RUBBLE Model = UVTechVan_d End OkToChangeModelColor = Yes TrackMarks = EXTireTrack.tga Dust = TechnicalDust ;DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret ; ------------------ basic technical ------------------------ DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = MOVING Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = TURRET_ROTATE MOVING AliasConditionState = TURRET_ROTATE FIRING_A AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE RELOADING_A AliasConditionState = TURRET_ROTATE MOVING FIRING_A AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE MOVING RELOADING_A ConditionState = FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_ONE IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_TWO IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A End ; Behavior = CreateObjectDie ModuleTag_13 ; DeathTypes = NONE +CRUSHED +SPLATTED ; CreationList = OCL_TechnicalVan_CrushEffect ; End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 8.0 GeometryHeight = 7.5 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ ObjectReskin GC_Slth_GLAVehicleTechnicalChassisThree GC_Slth_GLAVehicleTechnicalChassisOne ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 ExtraPublicBone = Dum_Turret DefaultConditionState Model = UVTechJeep End ConditionState = REALLYDAMAGED Model = UVTechJeep_d End ConditionState = RUBBLE Model = UVTechJeep_d End OkToChangeModelColor = Yes TrackMarks = EXTireTrack.tga Dust = TechnicalDust ;DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret ; ------------------ basic technical ------------------------ DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = MOVING Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = TURRET_ROTATE MOVING AliasConditionState = TURRET_ROTATE FIRING_A AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE RELOADING_A AliasConditionState = TURRET_ROTATE MOVING FIRING_A AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE MOVING RELOADING_A ConditionState = FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_ONE IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_TWO IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A End ; Behavior = CreateObjectDie ModuleTag_13 ; DeathTypes = NONE +CRUSHED +SPLATTED ; CreationList = OCL_TechnicalJeep_CrushEffect ; End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 9.0 GeometryHeight = 9.5 GeometryIsSmall = Yes End ; ---------------------------------------------------------------------------------------------------------------- Object GC_Slth_GLAVehicleBattleBus ; *** ART Parameters *** SelectPortrait = SUbattlebus_L ButtonImage = SUbattlebus UpgradeCameo1 = Upgrade_GLAJunkRepair Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes TrackMarks = EXTireTrack.tga ExtraPublicBone = BUSUP01 ExtraPublicBone = BUSUP02 DefaultConditionState Model = UVBATTBUS HideSubObject = BUSUP01 BUSUP02 Animation = UVBATTBUS.UVBATTBUS AnimationMode = MANUAL End ConditionState = MOVING Model = UVBATTBUS Animation = UVBATTBUS.UVBATTBUS AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = UVBATTBUS_D Animation = UVBATTBUS_D.UVBATTBUS_D AnimationMode = MANUAL End ConditionState = REALLYDAMAGED MOVING Model = UVBATTBUS_D Animation = UVBATTBUS_D.UVBATTBUS_D AnimationMode = LOOP End ConditionState = SECOND_LIFE ; Set after our first death, natch Model = UVBATTBUS_D1 Animation = UVBATTBUS_D1.UVBATTBUS_D1 AnimationMode = MANUAL End AliasConditionState = REALLYDAMAGED SECOND_LIFE AliasConditionState = RUBBLE SECOND_LIFE ConditionState = RUBBLE Model = UVBATTBUS_D End ;--------- One crates ConditionState = ARMORSET_CRATEUPGRADE_ONE Model = UVBATTBUS ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVBATTBUS.UVBATTBUS AnimationMode = MANUAL End ConditionState = MOVING ARMORSET_CRATEUPGRADE_ONE Model = UVBATTBUS ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVBATTBUS.UVBATTBUS AnimationMode = LOOP End ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_ONE Model = UVBATTBUS_D ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVBATTBUS_D.UVBATTBUS_D AnimationMode = MANUAL End ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_ONE Model = UVBATTBUS_D ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVBATTBUS_D.UVBATTBUS_D AnimationMode = LOOP End ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE Model = UVBATTBUS_D1 ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVBATTBUS_D1.UVBATTBUS_D1 AnimationMode = MANUAL End AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_ONE Model = UVBATTBUS_D ShowSubObject = BUSUP01 HideSubObject = BUSUP02 End ;--------- Two crates ConditionState = ARMORSET_CRATEUPGRADE_TWO Model = UVBATTBUS ShowSubObject = BUSUP01 BUSUP02 Animation = UVBATTBUS.UVBATTBUS AnimationMode = MANUAL End ConditionState = MOVING ARMORSET_CRATEUPGRADE_TWO Model = UVBATTBUS ShowSubObject = BUSUP01 BUSUP02 Animation = UVBATTBUS.UVBATTBUS AnimationMode = LOOP End ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_TWO Model = UVBATTBUS_D ShowSubObject = BUSUP01 BUSUP02 Animation = UVBATTBUS_D.UVBATTBUS_D AnimationMode = MANUAL End ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_TWO Model = UVBATTBUS_D ShowSubObject = BUSUP01 BUSUP02 Animation = UVBATTBUS_D.UVBATTBUS_D AnimationMode = LOOP End ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO Model = UVBATTBUS_D1 ShowSubObject = BUSUP01 BUSUP02 Animation = UVBATTBUS_D1.UVBATTBUS_D1 AnimationMode = MANUAL End AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_TWO Model = UVBATTBUS_D ShowSubObject = BUSUP01 BUSUP02 End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire04 LeftRearTireBone = Tire02 RightRearTireBone = Tire03 TireRotationMultiplier = 0.2 ; this * speed = rotation. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide End PlacementViewAngle = 180 ; ***DESIGN parameters *** DisplayName = OBJECT:BattleBus Side = GLAStealthGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = BattleBusTruckArmor DamageFX = TruckDamageFX End ArmorSet Conditions = SECOND_LIFE ; Set after our first death, natch Armor = BattleBusStructureArmorTough DamageFX = StructureDamageFX End ArmorSet Conditions = CRATE_UPGRADE_ONE Armor = BattleBusTruckArmorPlusOne DamageFX = TruckDamageFX End ArmorSet Conditions = CRATE_UPGRADE_ONE SECOND_LIFE ; Set after our first death, natch Armor = BattleBusStructureArmorToughPlusOne DamageFX = StructureDamageFX End ArmorSet Conditions = CRATE_UPGRADE_TWO Armor = BattleBusTruckArmorPlusTwo DamageFX = TruckDamageFX End ArmorSet Conditions = CRATE_UPGRADE_TWO SECOND_LIFE ; Set after our first death, natch Armor = BattleBusStructureArmorToughPlusTwo DamageFX = StructureDamageFX End BuildCost = 1000 BuildTime = 15.0 ;in seconds VisionRange = 150 ; Used in attack move targeting ShroudClearingRange = 200 Prerequisites Object = GC_Slth_GLAArmsDealer Object = GC_Slth_GLAPalace End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GC_Slth_GLAVehicleBattleBusCommandSet ; *** AUDIO Parameters *** VoiceSelect = BattleBusVoiceSelect VoiceMove = BattleBusVoiceMove VoiceGuard = BattleBusVoiceMove VoiceAttack = BattleBusVoiceAttack SoundMoveStart = BattleBusMoveStart SoundMoveStartDamaged = BattleBusMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate= BattleBusVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = NoSound TruckLandingSound = RocketBuggyLand TruckPowerslideSound = NoSound VoiceUnload = BattleBusVoiceUnload End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER ARMOR_SALVAGER SCORE DISGUISER Body = UndeadBody ModuleTag_02 ; Body module that treats the first death as a state change MaxHealth = 220.0 InitialHealth = 220.0 SecondLifeMaxHealth = 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 = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End IsTrainable = No ExperienceValue = 50 50 50 50 ; Experience point value at each level Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS Stealthed End Behavior = PhysicsBehavior ModuleTag_05 Mass = 40.0 End Behavior = AutoHealBehavior ModuleTag_06 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Locomotor = SET_NORMAL BattleBusLocomotor Behavior = BattleBusSlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 ProbabilityModifier = 5 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely ; Part the first, uses when killed the first time from non-system (unresistable) damage FXStartUndeath = FX_BattleBusStartUndeath OCLStartUndeath = OCL_BattleBusStartUndeath FXHitGround = FX_BattleBusHitGround OCLHitGround = OCL_BattleBusHitGround ThrowForce = 100.0 PercentDamageToPassengers = 50% EmptyHulkDestructionDelay = 1000 ; If non-zero, msec of emptiness before we kill ourselves with Penalty damage ; Part the second, normal fields of a SlowDeathBehavior DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_BattleBusDeath End Behavior = TransportContain ModuleTag_10 PassengersAllowedToFire = Yes Slots = 8 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting WeaponBonusPassedToPassengers = Yes DelayExitInAir = Yes End Behavior = SpecialAbility ModuleTag_11 SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle UpdateModuleStartsAttack = Yes InitiateSound = BombTruckVoiceDisguise End Behavior = SpecialAbilityUpdate ModuleTag_12 SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle StartAbilityRange = 1000000.0 ApproachRequiresLOS = No End ; A crushing defeat Behavior = FXListDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_24 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_25 CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_28 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = DestroyDie ModuleTag_29 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = SlowDeathBehavior ModuleTag_30 // Empty Hulk sinking away DeathTypes = NONE +EXTRA_4 SinkDelay = 1 SinkRate = 2.5 DestructionDelay = 5000 End Geometry = BOX GeometryMajorRadius = 19.0 GeometryMinorRadius = 8.0 GeometryHeight = 11.5 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;GLA Combat Bike Object GC_Slth_GLAVehicleCombatBike ; *** ART Parameters *** SelectPortrait = SUComBike_L ButtonImage = SUComBike UpgradeCameo1 = Upgrade_GLAJunkRepair ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ;Normal Bike ;------------------------------ DefaultConditionState Model = UVComBike WeaponFireFXBone = PRIMARY Muzzle_B WeaponLaunchBone = PRIMARY RocketFX03 WeaponMuzzleFlash = PRIMARY MuzzleFX_B ParticleSysBone = SMOKE CombatBikeSmokeLight End AliasConditionState RIDER1 AliasConditionState RIDER1 MOVING AliasConditionState RIDER5 AliasConditionState RIDER5 MOVING AliasConditionState RIDER6 AliasConditionState RIDER6 MOVING AliasConditionState RIDER7 AliasConditionState RIDER7 MOVING ConditionState = REALLYDAMAGED Model = UVComBike_d End AliasConditionState RIDER1 REALLYDAMAGED AliasConditionState RIDER1 MOVING REALLYDAMAGED AliasConditionState RIDER5 REALLYDAMAGED AliasConditionState RIDER5 MOVING REALLYDAMAGED AliasConditionState RIDER6 REALLYDAMAGED AliasConditionState RIDER6 MOVING REALLYDAMAGED AliasConditionState RIDER7 REALLYDAMAGED AliasConditionState RIDER7 MOVING REALLYDAMAGED ConditionState = TOPPLED Model = UVComBike_F Animation = UVComBike_F.UVComBike_F AnimationMode = ONCE End ConditionState = TOPPLED REALLYDAMAGED Model = UVComBike_dF Animation = UVComBike_DF.UVComBike_DF AnimationMode = ONCE End ConditionState = RIDER1 MOVING CENTER_TO_LEFT Model = UVComBike_A1 Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_LEFT AliasConditionState RIDER6 MOVING CENTER_TO_LEFT AliasConditionState RIDER7 MOVING CENTER_TO_LEFT ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBike_A1d Animation = UVComBike_A1D.UVComBike_A1D AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED ConditionState = RIDER1 MOVING LEFT_TO_CENTER Model = UVComBike_A1 Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING LEFT_TO_CENTER AliasConditionState RIDER6 MOVING LEFT_TO_CENTER AliasConditionState RIDER7 MOVING LEFT_TO_CENTER ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBike_A1d Animation = UVComBike_A1D.UVComBike_A1D AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED ConditionState = RIDER1 MOVING CENTER_TO_RIGHT Model = UVComBike_A2 Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBike_A2d Animation = UVComBike_A2D.UVComBike_A2D AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED ConditionState = RIDER1 MOVING RIGHT_TO_CENTER Model = UVComBike_A2 Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBike_A2d Animation = UVComBike_A2D.UVComBike_A2D AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED ;Gun Bike ;------------------------------ ConditionState = RIDER2 Model = UVComBikeG End AliasConditionState RIDER2 MOVING AliasConditionState RIDER4 AliasConditionState RIDER4 MOVING ConditionState = RIDER2 REALLYDAMAGED Model = UVComBikeG_d End AliasConditionState RIDER2 MOVING REALLYDAMAGED AliasConditionState RIDER4 REALLYDAMAGED AliasConditionState RIDER4 MOVING REALLYDAMAGED ConditionState = RIDER2 MOVING CENTER_TO_LEFT Model = UVComBikeG Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_LEFT ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED ConditionState = RIDER2 MOVING LEFT_TO_CENTER Model = UVComBikeG Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING LEFT_TO_CENTER ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED ConditionState = RIDER2 MOVING CENTER_TO_RIGHT Model = UVComBikeG Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED ConditionState = RIDER2 MOVING RIGHT_TO_CENTER Model = UVComBikeG Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED ;Missile Bike ;------------------------------ ConditionState = RIDER3 Model = UVComBikeTN End AliasConditionState RIDER3 MOVING ConditionState = RIDER3 REALLYDAMAGED Model = UVComBikeTN_d End AliasConditionState RIDER3 MOVING REALLYDAMAGED ConditionState = RIDER3 MOVING CENTER_TO_LEFT Model = UVComBikeTN_A1 Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBikeTN_A1d Animation = UVComBikeTN_A1D.UVComBikeTN_A1D AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING LEFT_TO_CENTER Model = UVComBikeTN_A1 Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBikeTN_A1d Animation = UVComBikeTN_A1D.UVComBikeTN_A1D AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT Model = UVComBikeTN_A2 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBikeTN_A2d Animation = UVComBikeTN_A2D.UVComBikeTN_A2D AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER Model = UVComBikeTN_A2 Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBikeTN_A2d Animation = UVComBikeTN_A2D.UVComBikeTN_A2D AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End TrackMarks = EXTireTrack03.tga Dust = CombatBikeDust DirtSpray = CombatBikeDirtSpray PowerslideSpray = CombatBikeDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 LeftRearTireBone = Tire00 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End Draw = W3DModelDraw ModuleTag_Rider01 OkToChangeModelColor = Yes DefaultConditionState ;************************************************** ;*** Must have a default model in order to see ;*** house color!!! ;************************************************** Model = UIWrkr_SKN ;WeaponFireFXBone = PRIMARY Muzzle ;WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End AliasConditionState MOVING ;Worker animations ;----------------------- ConditionState = RIDER1 Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER1 MOVING Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER1 MOVING CENTER_TO_LEFT Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER1 MOVING LEFT_TO_CENTER Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER1 MOVING CENTER_TO_RIGHT Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER1 MOVING RIGHT_TO_CENTER Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Rebel animations ;----------------------- ConditionState = RIDER2 Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER2 MOVING Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER2 MOVING CENTER_TO_LEFT Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER2 MOVING LEFT_TO_CENTER Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER2 MOVING CENTER_TO_RIGHT Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER2 MOVING RIGHT_TO_CENTER Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;RPG Trooper animations ;----------------------- ConditionState = RIDER3 Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER3 MOVING Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER3 MOVING CENTER_TO_LEFT Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER3 MOVING LEFT_TO_CENTER Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Jarmen Kell animations ;----------------------- ConditionState = RIDER4 Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER4 MOVING Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER4 MOVING CENTER_TO_LEFT Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER4 MOVING LEFT_TO_CENTER Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER4 MOVING CENTER_TO_RIGHT Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER4 MOVING RIGHT_TO_CENTER Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Terrorist animations ;----------------------- ConditionState = RIDER5 Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER5 MOVING Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER5 MOVING CENTER_TO_LEFT Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER5 MOVING LEFT_TO_CENTER Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER5 MOVING CENTER_TO_RIGHT Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER5 MOVING RIGHT_TO_CENTER Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Hijacker animations ;----------------------- ConditionState = RIDER6 Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER6 MOVING Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER6 MOVING CENTER_TO_LEFT Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER6 MOVING LEFT_TO_CENTER Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER6 MOVING CENTER_TO_RIGHT Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER6 MOVING RIGHT_TO_CENTER Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Saboteur animations ;----------------------- ConditionState = RIDER7 Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER7 MOVING Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER7 MOVING CENTER_TO_LEFT Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER7 MOVING LEFT_TO_CENTER Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER7 MOVING CENTER_TO_RIGHT Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER7 MOVING RIGHT_TO_CENTER Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ConditionState = TOPPLED Model = None End AliasConditionState TOPPLED MOVING End ; ***DESIGN parameters *** DisplayName = OBJECT:CombatBike Side = GLAStealthGeneral EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY NONE End WeaponSet Conditions = WEAPON_RIDER2 Weapon = PRIMARY GLARebelBikerMachineGun End WeaponSet Conditions = WEAPON_RIDER3 Weapon = PRIMARY TunnelDefenderBikerRocketWeapon End WeaponSet Conditions = WEAPON_RIDER4 Weapon = PRIMARY GLABikerKellSniperRifle Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle AutoChooseSources = SECONDARY NONE End WeaponSet ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE ;damage to do ini logic for type of death to play -- unresistable for success. Conditions = WEAPON_RIDER5 Weapon = PRIMARY TerroristSuicideWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End BuildCost = 500 BuildTime = 8.0 ;in seconds VisionRange = 180 ShroudClearingRange = 300 Prerequisites Object = GC_Slth_GLAArmsDealer Object = GC_Slth_GLAPalace End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ;CommandSet = GLAVehicleCombatBikeCommandSet ; *** AUDIO Parameters *** VoiceSelect = RocketBuggyVoiceSelect ;VoiceMove = RocketBuggyVoiceMove VoiceAttack = RocketBuggyVoiceAttack SoundMoveStart = CombatBikeMoveStart SoundMoveStartDamaged = CombatBikeMoveStart VoiceGuard = RocketBuggyVoiceMove UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = RocketBuggyVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = CombatBikeMoveStart VoiceCrush = RocketBuggyVoiceCrush VoiceEnter = RocketBuggyVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 MaxHealth = 100 InitialHealth = 100 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 0 ; turn rate, in degrees per sec NaturalTurretAngle = 0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 15.0 End Behavior = SlowDeathBehavior DeathTag_04 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_05 RequiredStatus = STATUS_RIDER1 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_06 RequiredStatus = STATUS_RIDER2 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_07 RequiredStatus = STATUS_RIDER3 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_08 RequiredStatus = STATUS_RIDER4 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_09 RequiredStatus = STATUS_RIDER5 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_10 RequiredStatus = STATUS_RIDER6 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = AutoHealBehavior ModuleTag_08 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_GLABuggyAmmo End ;Create the hulk after the toppling is complete (not killed until topple anim finished). Behavior = CreateObjectDie ModuleTag_10 DeathTypes = NONE +TOPPLED CreationList = OCL_CombatBike_ToppledHulk End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED End ; A crushing defeat Behavior = FXListDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_RocketBuggy_CrushEffect End Behavior = CreateCrateDie ModuleTag_14 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_15 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = RiderChangeContain ModuleTag_16 ;A list of each valid rider that is allowed to ride this object. Each rider is ;assigned a modelcondition state, a weaponset flag, an object status bit, and ;a commandset override. The actual object is hidden inside the container so the ;visible rider is fluff. Also riders are deleted (not killed) when the bike is ;destroyed, so all deaths must be OCLs on the bike. Rider1 = GC_Slth_GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider2 = GC_Slth_GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider3 = GC_Slth_GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider4 = GC_Slth_GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL Rider5 = GC_Slth_GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH Rider6 = GC_Slth_GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider7 = GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL ScuttleDelay = 1500 ScuttleStatus = TOPPLED ;Standard TransportContain stuff Slots = 1 InitialPayload = GC_Slth_GLAInfantryRebel 1 ScatterNearbyOnExit = No HealthRegen%PerSec = 0 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = No ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = AnimationSteeringUpdate ModuleTag_17 MinTransitionTime = 300 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 RequiredStatus = STATUS_RIDER5 DeathWeapon = SuicideBikeBomb StartsActive = Yes DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED End Behavior = StealthUpdate ModuleTag_19 ;UseRiderStealth = Yes StealthDelay = 2000 ; msec StealthForbiddenConditions = ATTACKING InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 11.0 GeometryMinorRadius = 2.5 GeometryHeight = 7.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;GLA Combat Bike Rocket Object GC_Slth_GLAVehicleCombatBikeRocket ; *** ART Parameters *** SelectPortrait = SUComBike_L ButtonImage = SUComBike UpgradeCameo1 = Upgrade_GLAJunkRepair ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ;Normal Bike ;------------------------------ DefaultConditionState Model = UVComBike WeaponFireFXBone = PRIMARY Muzzle_B WeaponLaunchBone = PRIMARY RocketFX03 WeaponMuzzleFlash = PRIMARY MuzzleFX_B ParticleSysBone = SMOKE CombatBikeSmokeLight End AliasConditionState RIDER1 AliasConditionState RIDER1 MOVING AliasConditionState RIDER5 AliasConditionState RIDER5 MOVING AliasConditionState RIDER6 AliasConditionState RIDER6 MOVING AliasConditionState RIDER7 AliasConditionState RIDER7 MOVING ConditionState = REALLYDAMAGED Model = UVComBike_d End AliasConditionState RIDER1 REALLYDAMAGED AliasConditionState RIDER1 MOVING REALLYDAMAGED AliasConditionState RIDER5 REALLYDAMAGED AliasConditionState RIDER5 MOVING REALLYDAMAGED AliasConditionState RIDER6 REALLYDAMAGED AliasConditionState RIDER6 MOVING REALLYDAMAGED AliasConditionState RIDER7 REALLYDAMAGED AliasConditionState RIDER7 MOVING REALLYDAMAGED ConditionState = TOPPLED Model = UVComBike Animation = UVComBike_F.UVComBike_F AnimationMode = ONCE End ConditionState = TOPPLED REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_F.UVComBike_F AnimationMode = ONCE End ConditionState = RIDER1 MOVING CENTER_TO_LEFT Model = UVComBike Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_LEFT AliasConditionState RIDER6 MOVING CENTER_TO_LEFT AliasConditionState RIDER7 MOVING CENTER_TO_LEFT ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED ConditionState = RIDER1 MOVING LEFT_TO_CENTER Model = UVComBike Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING LEFT_TO_CENTER AliasConditionState RIDER6 MOVING LEFT_TO_CENTER AliasConditionState RIDER7 MOVING LEFT_TO_CENTER ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED ConditionState = RIDER1 MOVING CENTER_TO_RIGHT Model = UVComBike Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED ConditionState = RIDER1 MOVING RIGHT_TO_CENTER Model = UVComBike Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED ;Gun Bike ;------------------------------ ConditionState = RIDER2 Model = UVComBikeG End AliasConditionState RIDER2 MOVING AliasConditionState RIDER4 AliasConditionState RIDER4 MOVING ConditionState = RIDER2 REALLYDAMAGED Model = UVComBikeG_d End AliasConditionState RIDER2 MOVING REALLYDAMAGED AliasConditionState RIDER4 REALLYDAMAGED AliasConditionState RIDER4 MOVING REALLYDAMAGED ConditionState = RIDER2 MOVING CENTER_TO_LEFT Model = UVComBikeG Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_LEFT ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED ConditionState = RIDER2 MOVING LEFT_TO_CENTER Model = UVComBikeG Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING LEFT_TO_CENTER ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED ConditionState = RIDER2 MOVING CENTER_TO_RIGHT Model = UVComBikeG Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED ConditionState = RIDER2 MOVING RIGHT_TO_CENTER Model = UVComBikeG Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED ;Missile Bike ;------------------------------ ConditionState = RIDER3 Model = UVComBikeTN End AliasConditionState RIDER3 MOVING ConditionState = RIDER3 REALLYDAMAGED Model = UVComBikeTN_d End AliasConditionState RIDER3 MOVING REALLYDAMAGED ConditionState = RIDER3 MOVING CENTER_TO_LEFT Model = UVComBikeTN Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBikeTN_d Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING LEFT_TO_CENTER Model = UVComBikeTN Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBikeTN_d Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT Model = UVComBikeTN Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBikeTN_d Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER Model = UVComBikeTN Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBikeTN_d Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End TrackMarks = EXTireTrack03.tga Dust = CombatBikeDust DirtSpray = CombatBikeDirtSpray PowerslideSpray = CombatBikeDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 LeftRearTireBone = Tire00 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End Draw = W3DModelDraw ModuleTag_Rider01 OkToChangeModelColor = Yes DefaultConditionState ;************************************************** ;*** Must have a default model in order to see ;*** house color!!! ;************************************************** Model = UIWrkr_SKN ;WeaponFireFXBone = PRIMARY Muzzle ;WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End AliasConditionState MOVING ;Worker animations ;----------------------- ConditionState = RIDER1 Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER1 MOVING Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER1 MOVING CENTER_TO_LEFT Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER1 MOVING LEFT_TO_CENTER Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER1 MOVING CENTER_TO_RIGHT Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER1 MOVING RIGHT_TO_CENTER Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Rebel animations ;----------------------- ConditionState = RIDER2 Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER2 MOVING Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER2 MOVING CENTER_TO_LEFT Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER2 MOVING LEFT_TO_CENTER Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER2 MOVING CENTER_TO_RIGHT Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER2 MOVING RIGHT_TO_CENTER Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;RPG Trooper animations ;----------------------- ConditionState = RIDER3 Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER3 MOVING Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER3 MOVING CENTER_TO_LEFT Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER3 MOVING LEFT_TO_CENTER Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Jarmen Kell animations ;----------------------- ConditionState = RIDER4 Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER4 MOVING Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER4 MOVING CENTER_TO_LEFT Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER4 MOVING LEFT_TO_CENTER Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER4 MOVING CENTER_TO_RIGHT Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER4 MOVING RIGHT_TO_CENTER Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Terrorist animations ;----------------------- ConditionState = RIDER5 Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER5 MOVING Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER5 MOVING CENTER_TO_LEFT Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER5 MOVING LEFT_TO_CENTER Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER5 MOVING CENTER_TO_RIGHT Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER5 MOVING RIGHT_TO_CENTER Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Hijacker animations ;----------------------- ConditionState = RIDER6 Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER6 MOVING Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER6 MOVING CENTER_TO_LEFT Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER6 MOVING LEFT_TO_CENTER Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER6 MOVING CENTER_TO_RIGHT Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER6 MOVING RIGHT_TO_CENTER Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Saboteur animations ;----------------------- ConditionState = RIDER7 Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER7 MOVING Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER7 MOVING CENTER_TO_LEFT Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER7 MOVING LEFT_TO_CENTER Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER7 MOVING CENTER_TO_RIGHT Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER7 MOVING RIGHT_TO_CENTER Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ConditionState = TOPPLED Model = None End AliasConditionState TOPPLED MOVING End ; ***DESIGN parameters *** DisplayName = OBJECT:CombatBike Side = GLAStealthGeneral EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY NONE End WeaponSet Conditions = WEAPON_RIDER2 Weapon = PRIMARY GLARebelBikerMachineGun End WeaponSet Conditions = WEAPON_RIDER3 Weapon = PRIMARY TunnelDefenderBikerRocketWeapon End WeaponSet Conditions = WEAPON_RIDER4 Weapon = PRIMARY GLABikerKellSniperRifle Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle AutoChooseSources = SECONDARY NONE End WeaponSet ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE ;damage to do ini logic for type of death to play -- unresistable for success. Conditions = WEAPON_RIDER5 Weapon = PRIMARY TerroristSuicideWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End BuildCost = 500 BuildTime = 8.0 ;in seconds VisionRange = 180 ShroudClearingRange = 300 Prerequisites Object = GC_Slth_GLAArmsDealer Object = GC_Slth_GLAPalace End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ;CommandSet = GLAVehicleCombatBikeCommandSet ; *** AUDIO Parameters *** VoiceSelect = RocketBuggyVoiceSelect ;VoiceMove = RocketBuggyVoiceMove VoiceAttack = RocketBuggyVoiceAttack SoundMoveStart = CombatBikeMoveStart SoundMoveStartDamaged = CombatBikeMoveStart VoiceGuard = RocketBuggyVoiceMove UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = RocketBuggyVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = CombatBikeMoveStart VoiceCrush = RocketBuggyVoiceCrush VoiceEnter = RocketBuggyVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 MaxHealth = 100 InitialHealth = 100 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 0 ; turn rate, in degrees per sec NaturalTurretAngle = 0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 15.0 End Behavior = SlowDeathBehavior DeathTag_04 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_05 RequiredStatus = STATUS_RIDER1 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_06 RequiredStatus = STATUS_RIDER2 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_07 RequiredStatus = STATUS_RIDER3 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_08 RequiredStatus = STATUS_RIDER4 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_09 RequiredStatus = STATUS_RIDER5 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_10 RequiredStatus = STATUS_RIDER6 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = AutoHealBehavior ModuleTag_08 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_GLABuggyAmmo End ;Create the hulk after the toppling is complete (not killed until topple anim finished). Behavior = CreateObjectDie ModuleTag_10 DeathTypes = NONE +TOPPLED CreationList = OCL_CombatBike_ToppledHulk End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED End ; A crushing defeat Behavior = FXListDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_RocketBuggy_CrushEffect End Behavior = CreateCrateDie ModuleTag_14 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_15 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = RiderChangeContain ModuleTag_16 ;A list of each valid rider that is allowed to ride this object. Each rider is ;assigned a modelcondition state, a weaponset flag, an object status bit, and ;a commandset override. The actual object is hidden inside the container so the ;visible rider is fluff. Also riders are deleted (not killed) when the bike is ;destroyed, so all deaths must be OCLs on the bike. Rider1 = GC_Slth_GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider2 = GC_Slth_GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider3 = GC_Slth_GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider4 = GC_Slth_GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL Rider5 = GC_Slth_GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH Rider6 = GC_Slth_GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider7 = GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL ScuttleDelay = 1500 ScuttleStatus = TOPPLED ;Standard TransportContain stuff Slots = 1 InitialPayload = GC_Slth_GLAInfantryTunnelDefender 1 ScatterNearbyOnExit = No HealthRegen%PerSec = 0 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = No ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = AnimationSteeringUpdate ModuleTag_17 MinTransitionTime = 300 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 RequiredStatus = STATUS_RIDER5 DeathWeapon = SuicideBikeBomb StartsActive = Yes DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED End Behavior = StealthUpdate ModuleTag_19 ;UseRiderStealth = Yes StealthDelay = 2000 ; msec StealthForbiddenConditions = ATTACKING InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 11.0 GeometryMinorRadius = 2.5 GeometryHeight = 7.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;GLA Combat Bike Terrorist Object GC_Slth_GLAVehicleCombatBikeTerrorist ; *** ART Parameters *** SelectPortrait = SUComBike_L ButtonImage = SUComBike UpgradeCameo1 = Upgrade_GLAJunkRepair ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ;Normal Bike ;------------------------------ DefaultConditionState Model = UVComBike WeaponFireFXBone = PRIMARY Muzzle_B WeaponLaunchBone = PRIMARY RocketFX03 WeaponMuzzleFlash = PRIMARY MuzzleFX_B ParticleSysBone = SMOKE CombatBikeSmokeLight End AliasConditionState RIDER1 AliasConditionState RIDER1 MOVING AliasConditionState RIDER5 AliasConditionState RIDER5 MOVING AliasConditionState RIDER6 AliasConditionState RIDER6 MOVING AliasConditionState RIDER7 AliasConditionState RIDER7 MOVING ConditionState = REALLYDAMAGED Model = UVComBike_d End AliasConditionState RIDER1 REALLYDAMAGED AliasConditionState RIDER1 MOVING REALLYDAMAGED AliasConditionState RIDER5 REALLYDAMAGED AliasConditionState RIDER5 MOVING REALLYDAMAGED AliasConditionState RIDER6 REALLYDAMAGED AliasConditionState RIDER6 MOVING REALLYDAMAGED AliasConditionState RIDER7 REALLYDAMAGED AliasConditionState RIDER7 MOVING REALLYDAMAGED ConditionState = TOPPLED Model = UVComBike Animation = UVComBike_F.UVComBike_F AnimationMode = ONCE End ConditionState = TOPPLED REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_F.UVComBike_F AnimationMode = ONCE End ConditionState = RIDER1 MOVING CENTER_TO_LEFT Model = UVComBike Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_LEFT AliasConditionState RIDER6 MOVING CENTER_TO_LEFT AliasConditionState RIDER7 MOVING CENTER_TO_LEFT ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED ConditionState = RIDER1 MOVING LEFT_TO_CENTER Model = UVComBike Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING LEFT_TO_CENTER AliasConditionState RIDER6 MOVING LEFT_TO_CENTER AliasConditionState RIDER7 MOVING LEFT_TO_CENTER ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_A1.UVComBike_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED ConditionState = RIDER1 MOVING CENTER_TO_RIGHT Model = UVComBike Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED ConditionState = RIDER1 MOVING RIGHT_TO_CENTER Model = UVComBike Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBike_d Animation = UVComBike_A2.UVComBike_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED ;Gun Bike ;------------------------------ ConditionState = RIDER2 Model = UVComBikeG End AliasConditionState RIDER2 MOVING AliasConditionState RIDER4 AliasConditionState RIDER4 MOVING ConditionState = RIDER2 REALLYDAMAGED Model = UVComBikeG_d End AliasConditionState RIDER2 MOVING REALLYDAMAGED AliasConditionState RIDER4 REALLYDAMAGED AliasConditionState RIDER4 MOVING REALLYDAMAGED ConditionState = RIDER2 MOVING CENTER_TO_LEFT Model = UVComBikeG Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_LEFT ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED ConditionState = RIDER2 MOVING LEFT_TO_CENTER Model = UVComBikeG Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING LEFT_TO_CENTER ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A1.UVComBikeG_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED ConditionState = RIDER2 MOVING CENTER_TO_RIGHT Model = UVComBikeG Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED ConditionState = RIDER2 MOVING RIGHT_TO_CENTER Model = UVComBikeG Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBikeG_d Animation = UVComBikeG_A2.UVComBikeG_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED ;Missile Bike ;------------------------------ ConditionState = RIDER3 Model = UVComBikeTN End AliasConditionState RIDER3 MOVING ConditionState = RIDER3 REALLYDAMAGED Model = UVComBikeTN_d End AliasConditionState RIDER3 MOVING REALLYDAMAGED ConditionState = RIDER3 MOVING CENTER_TO_LEFT Model = UVComBikeTN Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED Model = UVComBikeTN_d Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING LEFT_TO_CENTER Model = UVComBikeTN Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED Model = UVComBikeTN_d Animation = UVComBikeTN_A1.UVComBikeTN_A1 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT Model = UVComBikeTN Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED Model = UVComBikeTN_d Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER Model = UVComBikeTN Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED Model = UVComBikeTN_d Animation = UVComBikeTN_A2.UVComBikeTN_A2 AnimationMode = ONCE_BACKWARDS ParticleSysBone = SMOKE CombatBikeSmokeHeavy End TrackMarks = EXTireTrack03.tga Dust = CombatBikeDust DirtSpray = CombatBikeDirtSpray PowerslideSpray = CombatBikeDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 LeftRearTireBone = Tire00 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End Draw = W3DModelDraw ModuleTag_Rider01 OkToChangeModelColor = Yes DefaultConditionState ;************************************************** ;*** Must have a default model in order to see ;*** house color!!! ;************************************************** Model = UIWrkr_SKN ;WeaponFireFXBone = PRIMARY Muzzle ;WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End AliasConditionState MOVING ;Worker animations ;----------------------- ConditionState = RIDER1 Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER1 MOVING Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER1 MOVING CENTER_TO_LEFT Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER1 MOVING LEFT_TO_CENTER Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER1 MOVING CENTER_TO_RIGHT Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER1 MOVING RIGHT_TO_CENTER Model = UIWrkr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Rebel animations ;----------------------- ConditionState = RIDER2 Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER2 MOVING Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER2 MOVING CENTER_TO_LEFT Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER2 MOVING LEFT_TO_CENTER Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER2 MOVING CENTER_TO_RIGHT Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER2 MOVING RIGHT_TO_CENTER Model = UIRGrd_SKN Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;RPG Trooper animations ;----------------------- ConditionState = RIDER3 Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER3 MOVING Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER3 MOVING CENTER_TO_LEFT Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER3 MOVING LEFT_TO_CENTER Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER3 MOVING CENTER_TO_RIGHT Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER3 MOVING RIGHT_TO_CENTER Model = UITunF_SKN2 Animation = UITunF_SKL.UITunF_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Jarmen Kell animations ;----------------------- ConditionState = RIDER4 Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER4 MOVING Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER4 MOVING CENTER_TO_LEFT Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER4 MOVING LEFT_TO_CENTER Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER4 MOVING CENTER_TO_RIGHT Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER4 MOVING RIGHT_TO_CENTER Model = UIHERO_SKN Animation = UIHERO_SKL.UIHERO_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Terrorist animations ;----------------------- ConditionState = RIDER5 Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER5 MOVING Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER5 MOVING CENTER_TO_LEFT Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER5 MOVING LEFT_TO_CENTER Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER5 MOVING CENTER_TO_RIGHT Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER5 MOVING RIGHT_TO_CENTER Model = UITRST_SKN Animation = UITRST_SKL.UITER_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Hijacker animations ;----------------------- ConditionState = RIDER6 Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER6 MOVING Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER6 MOVING CENTER_TO_LEFT Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER6 MOVING LEFT_TO_CENTER Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER6 MOVING CENTER_TO_RIGHT Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER6 MOVING RIGHT_TO_CENTER Model = UIHJCK_SKN Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ;Saboteur animations ;----------------------- ConditionState = RIDER7 Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 AnimationMode = LOOP End ConditionState = RIDER7 MOVING Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 AnimationMode = LOOP End ConditionState = RIDER7 MOVING CENTER_TO_LEFT Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE End ConditionState = RIDER7 MOVING LEFT_TO_CENTER Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 AnimationMode = ONCE_BACKWARDS End ConditionState = RIDER7 MOVING CENTER_TO_RIGHT Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE End ConditionState = RIDER7 MOVING RIGHT_TO_CENTER Model = UISabotr_SKN Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 AnimationMode = ONCE_BACKWARDS End ConditionState = TOPPLED Model = None End AliasConditionState TOPPLED MOVING End ; ***DESIGN parameters *** DisplayName = OBJECT:CombatBike Side = GLAStealthGeneral EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY NONE End WeaponSet Conditions = WEAPON_RIDER2 Weapon = PRIMARY GLARebelBikerMachineGun End WeaponSet Conditions = WEAPON_RIDER3 Weapon = PRIMARY TunnelDefenderBikerRocketWeapon End WeaponSet Conditions = WEAPON_RIDER4 Weapon = PRIMARY GLABikerKellSniperRifle Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle AutoChooseSources = SECONDARY NONE End WeaponSet ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE ;damage to do ini logic for type of death to play -- unresistable for success. Conditions = WEAPON_RIDER5 Weapon = PRIMARY TerroristSuicideWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End BuildCost = 500 BuildTime = 8.0 ;in seconds VisionRange = 180 ShroudClearingRange = 300 Prerequisites Object = GC_Slth_GLAArmsDealer Object = GC_Slth_GLAPalace End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ;CommandSet = GLAVehicleCombatBikeCommandSet ; *** AUDIO Parameters *** VoiceSelect = RocketBuggyVoiceSelect ;VoiceMove = RocketBuggyVoiceMove VoiceAttack = RocketBuggyVoiceAttack SoundMoveStart = CombatBikeMoveStart SoundMoveStartDamaged = CombatBikeMoveStart VoiceGuard = RocketBuggyVoiceMove UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = RocketBuggyVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = CombatBikeMoveStart VoiceCrush = RocketBuggyVoiceCrush VoiceEnter = RocketBuggyVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 MaxHealth = 100 InitialHealth = 100 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 0 ; turn rate, in degrees per sec NaturalTurretAngle = 0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 15.0 End Behavior = SlowDeathBehavior DeathTag_04 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_05 RequiredStatus = STATUS_RIDER1 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_06 RequiredStatus = STATUS_RIDER2 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_07 RequiredStatus = STATUS_RIDER3 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_08 RequiredStatus = STATUS_RIDER4 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_09 RequiredStatus = STATUS_RIDER5 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = SlowDeathBehavior DeathTag_10 RequiredStatus = STATUS_RIDER6 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart OCL = FINAL OCL_CombatBikeAirDeathStart End Behavior = AutoHealBehavior ModuleTag_08 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_GLABuggyAmmo End ;Create the hulk after the toppling is complete (not killed until topple anim finished). Behavior = CreateObjectDie ModuleTag_10 DeathTypes = NONE +TOPPLED CreationList = OCL_CombatBike_ToppledHulk End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED End ; A crushing defeat Behavior = FXListDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_RocketBuggy_CrushEffect End Behavior = CreateCrateDie ModuleTag_14 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_15 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = RiderChangeContain ModuleTag_16 ;A list of each valid rider that is allowed to ride this object. Each rider is ;assigned a modelcondition state, a weaponset flag, an object status bit, and ;a commandset override. The actual object is hidden inside the container so the ;visible rider is fluff. Also riders are deleted (not killed) when the bike is ;destroyed, so all deaths must be OCLs on the bike. Rider1 = GC_Slth_GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider2 = GC_Slth_GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider3 = GC_Slth_GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider4 = GC_Slth_GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL Rider5 = GC_Slth_GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH Rider6 = GC_Slth_GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL Rider7 = GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL ScuttleDelay = 1500 ScuttleStatus = TOPPLED ;Standard TransportContain stuff Slots = 1 InitialPayload = GC_Slth_GLAInfantryTerrorist 1 ScatterNearbyOnExit = No HealthRegen%PerSec = 0 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = No ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = AnimationSteeringUpdate ModuleTag_17 MinTransitionTime = 300 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 RequiredStatus = STATUS_RIDER5 DeathWeapon = SuicideBikeBomb StartsActive = Yes DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED End Behavior = StealthUpdate ModuleTag_19 ;UseRiderStealth = Yes StealthDelay = 2000 ; msec StealthForbiddenConditions = ATTACKING InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 11.0 GeometryMinorRadius = 2.5 GeometryHeight = 7.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object GC_Slth_GLAVehicleQuadCannon ; *** ART Parameters *** SelectPortrait = SUQuadCannon_L ButtonImage = SUQuadCannon UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_GLAJunkRepair UpgradeCameo3 = GC_Slth_Upgrade_GLAQuadCannonSnipe ;UpgradeCameo4 = XXX ;UpgradeCameo5 = XXX Draw = W3DTankTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UVQuadCann Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY BarrelMS WeaponMuzzleFlash = PRIMARY BarrelFX WeaponRecoilBone = PRIMARY Barrel WeaponFireFXBone = SECONDARY BarrelMS WeaponMuzzleFlash = SECONDARY BarrelFX WeaponRecoilBone = SECONDARY Barrel WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRET HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash End ConditionState = REALLYDAMAGED Model = UVQuadCann_D Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY BarrelMS WeaponMuzzleFlash = PRIMARY BarrelFX WeaponRecoilBone = PRIMARY Barrel WeaponFireFXBone = SECONDARY BarrelMS WeaponMuzzleFlash = SECONDARY BarrelFX WeaponRecoilBone = SECONDARY Barrel WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRET HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 End ConditionState = RUBBLE Model = UVQuadCann_D Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY BarrelMS WeaponMuzzleFlash = PRIMARY BarrelFX WeaponRecoilBone = PRIMARY Barrel WeaponFireFXBone = SECONDARY BarrelMS WeaponMuzzleFlash = SECONDARY BarrelFX WeaponRecoilBone = SECONDARY Barrel WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRET HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE Model = UVQuadCann Turret = TURRETUP01 TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponRecoilBone = PRIMARY BarrelUp01 WeaponFireFXBone = SECONDARY BarrelUp01MS WeaponMuzzleFlash = SECONDARY BarrelUp01FX WeaponRecoilBone = SECONDARY BarrelUp01 WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRETUP01 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED Model = UVQuadCann Turret = TURRETUP01 TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponRecoilBone = PRIMARY BarrelUp01 WeaponFireFXBone = SECONDARY BarrelUp01MS WeaponMuzzleFlash = SECONDARY BarrelUp01FX WeaponRecoilBone = SECONDARY BarrelUp01 WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRETUP01 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE Model = UVQuadCann Turret = TURRETUP01 TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponRecoilBone = PRIMARY BarrelUp01 WeaponFireFXBone = SECONDARY BarrelUp01MS WeaponMuzzleFlash = SECONDARY BarrelUp01FX WeaponRecoilBone = SECONDARY BarrelUp01 WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRETUP01 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO Model = UVQuadCann Turret = TURRETUP02 TurretPitch = TURRETEL02 WeaponFireFXBone = PRIMARY BarrelUp02MS WeaponMuzzleFlash = PRIMARY BarrelUp02FX WeaponRecoilBone = PRIMARY BarrelUp02 WeaponFireFXBone = SECONDARY BarrelUp02MS WeaponMuzzleFlash = SECONDARY BarrelUp02FX WeaponRecoilBone = SECONDARY BarrelUp02 WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRETUP02 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED Model = UVQuadCann_D Turret = TURRETUP02 TurretPitch = TURRETEL02 WeaponFireFXBone = PRIMARY BarrelUp02MS WeaponMuzzleFlash = PRIMARY BarrelUp02FX WeaponRecoilBone = PRIMARY BarrelUp02 WeaponFireFXBone = SECONDARY BarrelUp02MS WeaponMuzzleFlash = SECONDARY BarrelUp02FX WeaponRecoilBone = SECONDARY BarrelUp02 WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRETUP02 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE Model = UVQuadCann_D Turret = TURRETUP02 TurretPitch = TURRETEL02 WeaponFireFXBone = PRIMARY BarrelUp02MS WeaponMuzzleFlash = PRIMARY BarrelUp02FX WeaponRecoilBone = PRIMARY BarrelUp02 WeaponFireFXBone = SECONDARY BarrelUp02MS WeaponMuzzleFlash = SECONDARY BarrelUp02FX WeaponRecoilBone = SECONDARY BarrelUp02 WeaponFireFXBone = TERTIARY BarrelMS WeaponMuzzleFlash = TERTIARY BarrelFX WeaponRecoilBone = TERTIARY Barrel ShowSubObject = TURRETUP02 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This unit doesn't powerslide. End ; ***DESIGN parameters *** DisplayName = OBJECT:QuadCannon Side = GLAStealthGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY QuadCannonGun Weapon = SECONDARY QuadCannonGunAir Weapon = TERTIARY None End WeaponSet Conditions = CRATEUPGRADE_ONE Weapon = PRIMARY QuadCannonGunUpgradeOne Weapon = SECONDARY QuadCannonGunUpgradeOneAir Weapon = TERTIARY None End WeaponSet Conditions = CRATEUPGRADE_TWO Weapon = PRIMARY QuadCannonGunUpgradeTwo Weapon = SECONDARY QuadCannonGunUpgradeTwoAir Weapon = TERTIARY None End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY QuadCannonGun Weapon = SECONDARY QuadCannonGunAir Weapon = TERTIARY GC_Slth_QuadCannonSnipeGun End WeaponSet Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE Weapon = PRIMARY QuadCannonGunUpgradeOne Weapon = SECONDARY QuadCannonGunUpgradeOneAir Weapon = TERTIARY GC_Slth_QuadCannonSnipeGun End WeaponSet Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE Weapon = PRIMARY QuadCannonGunUpgradeTwo Weapon = SECONDARY QuadCannonGunUpgradeTwoAir Weapon = TERTIARY GC_Slth_QuadCannonSnipeGun End ArmorSet Conditions = None Armor = AntiAirVehicle DamageFX = TankDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GC_Slth_GLAArmsDealer End CommandSet = GLAVehicleQuadCannon ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = QuadCannonVoiceSelect VoiceMove = QuadCannonVoiceMove VoiceAttack = QuadCannonVoiceAttack VoiceAttackAir = QuadCannonVoiceAttackAir SoundMoveStart = QuadCannonMoveStart SoundMoveStartDamaged = QuadCannonMoveStart VoiceGuard = QuadCannonVoiceMove UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = QuadCannonVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop ; Required for the W3DTruckDraw module TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceSalvage = QuadCannonVoiceSalvage VoiceCrush = QuadCannonVoiceCrush VoiceEnter = QuadCannonVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 220.0 InitialHealth = 220.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 360 TurretPitchRate = 360 AllowsPitch = Yes ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL QuadCannonLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 411 DestructionDelay = 150 DestructionDelayVariance = 250 OCL = FINAL OCL_QuadCannonDeathEffect FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = AutoHealBehavior ModuleTag_06 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; A crushing defeat Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_11 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = WeaponBonusUpgrade ModuleTag_12 TriggeredBy = Upgrade_GLAAPBullets End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = StealthUpdate ModuleTag_14 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = WeaponSetUpgrade ModuleTag_15 TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Infa_ChinaJetMIG ; *** ART Parameters *** SelectPortrait = SNMig_L ButtonImage = SNMig UpgradeCameo1 = Upgrade_ChinaAircraftArmor UpgradeCameo2 = Upgrade_ChinaBlackNapalm ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVMIG HideSubObject = BurnerFX01 BurnerFX02 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Exhaust01 JetExhaust ParticleSysBone = Exhaust02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED Model = NVMIG_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = NVMIG_D End ConditionState = REALLYDAMAGED JETEXHAUST Model = NVMIG_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = NVMIG_D ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER ; @todo srj -- model missing ;Model = NVMIG_D1B Model = NVMIG_D ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:MIG EditorSorting = VEHICLE Side = ChinaInfantryGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 300.0 Prerequisites Object = Infa_ChinaAirfield End WeaponSet Conditions = None Weapon = PRIMARY NapalmMissileWeapon ; AutoChooseSources = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY BlackNapalmMissileWeapon ; AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End BuildCost = 1200 BuildTime = 10 ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaJetMIGCommandSet ; *** AUDIO Parameters *** VoiceSelect = MigVoiceSelect VoiceMove = MigVoiceMove VoiceAttack = MigVoiceAttack VoiceAttackAir = MigVoiceAttackAir VoiceGuard = MigVoiceAirPatrol SoundAmbient = MigAmbientLoop UnitSpecificSounds VoiceCreate = MigVoiceCreate Afterburner = RaptorAfterburner VoiceGarrison = MigVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 160.0 InitialHealth = 160.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial OCLInitialDeath = OCL_MIGDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_MIGDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_MIGDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp End Behavior = WeaponSetUpgrade ModuleTag_04 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL MIGLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = MaxHealthUpgrade ModuleTag_10 TriggeredBy = Upgrade_ChinaAircraftArmor AddMaxHealth = 40.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Infa_ChinaJetCargoPlane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NVCargoPln Animation = NVCargoPln.NVCargoPln AnimationMode = LOOP ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = NVCargoPln_D Animation = NVCargoPln_D.NVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = REALLYDAMAGED Model = NVCargoPln_D Animation = NVCargoPln_D.NVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = RUBBLE Model = NVCargoPln_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke06 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke06 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge End OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoPlane EditorSorting = VEHICLE Side = ChinaInfantryGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = C130AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain ModuleTag_06 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_08 SpecialPowerTemplate = Infa_SuperweaponInfantryParadrop UpgradeOCL = SCIENCE_Paradrop3 Infa_SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 Infa_SUPERWEAPON_Paradrop2 OCL = Infa_SUPERWEAPON_Paradrop1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_09 SpecialPowerTemplate = SuperweaponCarpetBomb OCL = SUPERWEAPON_CarpetBomb CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_10 SpecialPowerTemplate = SuperweaponClusterMines OCL = SUPERWEAPON_ClusterMines CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_11 SpecialPowerTemplate = SuperweaponEMPPulse OCL = SUPERWEAPON_EMPPulse CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_13 ;;;;;;;; End Behavior = TransitionDamageFX ModuleTag_14 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Infa_ChinaInfantryBlackLotus ; *** ART Parameters *** SelectPortrait = SNSprLotus_L ButtonImage = SNSprLotus UpgradeCameo1 = Upgrade_AmericaChemicalSuits ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; --- idle DefaultConditionState Model = NIHERO_SKN IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = NIHero_SKL.NIHero_ISTAHIT AnimationMode = ONCE End ; --- moving ConditionState = MOVING Animation = NIHero_SKL.NIHero_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING UNPACKING ConditionState = MOVING REALLYDAMAGED Animation = NIHero_SKL.NIHero_IRNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING UNPACKING REALLYDAMAGED ; --- packing states ConditionState = UNPACKING ;Preparing to attack (unpacking gear) Animation = NIHero_SKL.NIHero_ATA1 AnimationMode = ONCE End AliasConditionState = UNPACKING FIRING_A ConditionState = FIRING_A ;Processing attack (hacking) Animation = NIHero_SKL.NIHero_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringA End ConditionState = PACKING ;Completing attack (packing gear) Animation = NIHero_SKL.NIHero_ATA3 AnimationMode = ONCE End AliasConditionState = FIRING_A PACKING TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = NIHero_SKL.NIHero_IATAHIT AnimationMode = ONCE End ; --- injured-packing states ConditionState = UNPACKING REALLYDAMAGED ;Preparing to attack (unpacking gear) Animation = NIHero_SKL.NIHero_IATA1 AnimationMode = ONCE End AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED ConditionState = FIRING_A REALLYDAMAGED ;Processing attack (hacking) Animation = NIHero_SKL.NIHero_IATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringAInjured End ConditionState = PACKING REALLYDAMAGED ;Completing attack (packing gear) Animation = NIHero_SKL.NIHero_IATA3 AnimationMode = ONCE End AliasConditionState = FIRING_A PACKING REALLYDAMAGED ; --- packing-dying states ; code doesn't really support this. Oh well. ; ConditionState = DYING RAISING_FLAG ; Animation = NIHero_SKL.NIHero_IDTA ; Animation = NIHero_SKL.NIHero_IDTB ; AnimationMode = ONCE ; End ; AliasConditionState = DYING RAISING_FLAG EXPLODED_FLAILING EXPLODED_BOUNCING ; --- normal-dying states ConditionState = DYING Animation = NIHero_SKL.NIHero_DTA Animation = NIHero_SKL.NIHero_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NIHero_SKL.NIHero_ADTF1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIHero_SKL.NIHero_ADTF2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIHero_SKL.NIHero_ADTF3 AnimationMode = ONCE TransitionKey = None End ; --- cheering states ConditionState = SPECIAL_CHEERING Animation = NIHERO_SKL.NIHERO_CHA AnimationMode = ONCE End ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = NIHERO_SKL.NIHERO_ICHA AnimationMode = ONCE End ; --- falling states ConditionState = FREEFALL Animation = NIHero_SKL.NIHero_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIHero_SKL.NIHero_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = NIHero_SKL.NIHero_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NIHero_SKL.NIHero_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = NIHero_SKL.NIHero_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:BlackLotus Side = ChinaInfantryGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InfGen_HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End VisionRange = 300 ShroudClearingRange = 400 Prerequisites Object = Infa_ChinaBarracks Object = Infa_ChinaPropagandaCenter End BuildCost = 1500 BuildTime = 20.0 ;in seconds MaxSimultaneousOfType = 1 ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Infa_ChinaInfantryBlackLotusCommandSet ; *** AUDIO Parameters *** VoiceSelect = BlackLotusVoiceSelect VoiceMove = BlackLotusVoiceMove VoiceAttack = NoSound VoiceGuard = BlackLotusVoiceMove VoiceFear = BlackLotusVoiceFear VoiceTaskComplete = BlackLotusVoiceCaptureComplete SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = BlackLotusVoiceCreate VoiceGarrison = BlackLotusVoiceMove VoiceEnter = BlackLotusVoiceMove VoiceEnterHostile = BlackLotusVoiceMove VoiceStealCashComplete = BlackLotusVoiceCashComplete VoiceDisableVehicleComplete = BlackLotusVoiceDisableComplete VoiceCaptureBuildingComplete = BlackLotusVoiceCaptureComplete VoiceGetHealed = BlackLotusVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = CommandButtonHuntUpdate ModuleTag_03 ; allows use of command button hunt script with this unit. End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL BlackLotusLocomotor Locomotor = SET_FREEFALL FreeFallLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = USING_ABILITY HintDetectableConditions = USING_ABILITY InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes EnemyDetectionEvaEvent = EnemyBlackLotusDetected OwnDetectionEvaEvent = OwnBlackLotusDetected End Behavior = StealthDetectorUpdate ModuleTag_44 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackBuilding End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 4500 ;time to complete hack once prepared (unpacked) SpecialObject = BinaryDataStream DoCaptureFX = Yes PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = SpecialAbility ModuleTag_10 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackVehicle End Behavior = SpecialAbilityUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack StartAbilityRange = 300.0 UnpackTime = 2000 ;6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 1000 ;2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 2000 ;time to complete hack once prepared (unpacked) EffectDuration = 20000 ;duration vehicle is disabled (30 seconds) DisableFXParticleSystem = DisabledEffectBinaryShower0 SpecialObject = BinaryDataStream PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 0 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = SpecialAbility ModuleTag_12 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackCash End Behavior = SpecialAbilityUpdate ModuleTag_13 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 5800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 6000 ;time to complete hack once prepared (unpacked) EffectValue = 1500 ;amount of cash stolen SpecialObject = BinaryDataStream PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End ;Hero units can't be squished! ;Behavior = SquishCollide ModuleTag_14 ; ;nothing ;End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireFemale OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_17 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = VeterancyGainCreate ModuleTag_18 StartingLevel = VETERAN End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Infa_ChinaInfantryTankHunter ; *** ART Parameters *** SelectPortrait = SNTankHunter_L ButtonImage = SNTankHunter UpgradeCameo1 = UPGRADE:Fanaticism UpgradeCameo2 = Upgrade_AmericaChemicalSuits ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NIMSST_SKN IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 TransitionKey = TRANS_Stand WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End AliasConditionState = REALLYDAMAGED ConditionState = FIRING_A Animation = NIMSST_SKL.NIMSST_ATA AnimationMode = ONCE TransitionKey = TRANS_START_FIRING End AliasConditionState = REALLYDAMAGED FIRING_A ConditionState = BETWEEN_FIRING_SHOTS_A Animation = NIMSST_SKL.NIMSST_STA AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_START_FIRING End AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING Animation = NIMSST_SKL.NIMSST_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = REALLYDAMAGED MOVING AliasConditionState = MOVING ATTACKING AliasConditionState = MOVING ATTACKING REALLYDAMAGED ConditionState = RELOADING_A Animation = NIMSST_SKL.NIMSST_ATA 10 AnimationMode = ONCE ;WeaponLaunchBone = PRIMARY WeaponA End AliasConditionState = MOVING RELOADING_A AliasConditionState = REALLYDAMAGED MOVING RELOADING_A ConditionState = DYING Animation = NIMSST_SKL.NIMSST_DTA Animation = NIMSST_SKL.NIMSST_DTB AnimationSpeedFactorRange = 0.9 1.25 AnimationMode = ONCE TransitionKey = TRANS_Dying End AliasConditionState = DYING RUBBLE TransitionState = TRANS_Dying TRANS_Flailing Animation = NIMSST_SKL.NIMSST_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIMSST_SKL.NIMSST_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIMSST_SKL.NIMSST_ADTD3 AnimationMode = ONCE TransitionKey = None End ;PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = NIMSST_SKL.NIMSST_POP AnimationMode = ONCE TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIMSST_SKL.NIMSST_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING ; TransitionState = TRANS_Falling TRANS_Chute ; Animation = NIMSST_SKL.NIMSST_POP ; AnimationMode = ONCE ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first ; End TransitionState = TRANS_Chute TRANS_Stand Animation = NIMSST_SKL.NIMSST_PDN AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankHunter Side = ChinaInfantryGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher End ArmorSet Conditions = None Armor = InfGen_HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 400 Prerequisites Object = Infa_ChinaBarracks End BuildCost = 300 BuildTime = 5.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaInfantryTankHunterCommandSet ; *** AUDIO Parameters *** VoiceSelect = TankHunterVoiceSelect VoiceMove = TankHunterVoiceMove VoiceAttack = TankHunterVoiceAttack VoiceAttackAir = TankHunterVoiceAttack VoiceGuard = TankHunterVoiceMove VoiceFear = TankHunterVoiceFear UnitSpecificSounds VoiceCreate = TankHunterVoiceCreate VoiceGarrison = TankHunterVoiceGarrison VoiceEnter = TankHunterVoiceMove VoiceEnterHostile = TankHunterVoiceMove VoiceGetHealed = TankHunterVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = SpecialAbility ModuleTag_07 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack UpdateModuleStartsAttack = Yes InitiateSound = TankHunterVoiceTNT End Behavior = SpecialAbilityUpdate ModuleTag_08 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack StartAbilityRange = 5.0 PreparationTime = 0 SpecialObject = TNTStickyBomb MaxSpecialObjects = 8 SpecialObjectsPersistWhenOwnerDies = Yes ;Charges are removed instantly when owner dies (nobody can detonate). SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability End Behavior = SquishCollide ModuleTag_09 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_12 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = VeterancyGainCreate ModuleTag_13 StartingLevel = VETERAN End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Infa_ChinaInfantryHacker ; *** ART Parameters *** SelectPortrait = SNHacker2_L ButtonImage = SNHacker2 UpgradeCameo1 = Upgrade_AmericaChemicalSuits ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 ;Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Bone_SatCom TransitionKey = TRANS_Stand End AliasConditionState = REALLYDAMAGED ConditionState = MOVING Animation = NIHCKR_SKL.NIHCKR_RNA 14 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING UNPACKING AliasConditionState = MOVING UNPACKING REALLYDAMAGED ConditionState = UNPACKING Animation = NIHCKR_SKL.NIHCKR_ATB1 AnimationMode = ONCE End AliasConditionState = UNPACKING FIRING_A AliasConditionState = UNPACKING REALLYDAMAGED AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED ;HACKING ATTACK ConditionState = FIRING_A Animation = NIHCKR_SKL.NIHCKR_ATB2 AnimationMode = LOOP TransitionKey = TRANS_FiringA End AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = PACKING Animation = NIHCKR_SKL.NIHCKR_ATB3 AnimationMode = ONCE End AliasConditionState = PACKING FIRING_A AliasConditionState = PACKING REALLYDAMAGED AliasConditionState = PACKING FIRING_A REALLYDAMAGED TransitionState = TRANS_FiringA TRANS_Stand ; I was stopped by a stop command, so I get no proper PACKING state Animation = NIHCKR_SKL.NIHCKR_ATB3 AnimationMode = ONCE End ConditionState = FREEFALL Animation = NIHCKR_SKL.NIHCKR_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIHCKR_SKL.NIHCKR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING ConditionState = DYING Animation = NIHCKR_SKL.NIHCKR_DTA Animation = NIHCKR_SKL.NIHCKR_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NIHCKR_SKL.NIHCKR_ADTG1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIHCKR_SKL.NIHCKR_ADTG2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIHCKR_SKL.NIHCKR_ADTG3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = NIHCKR_SKL.NIHCKR_CHA AnimationMode = LOOP End TransitionState = TRANS_Falling TRANS_Chute Animation = NIHCKR_SKL.NIHCKR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NIHCKR_SKL.NIHCKR_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Hacker Side = ChinaInfantryGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = InfGen_HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Infa_ChinaBarracks Object = Infa_ChinaPropagandaCenter End BuildCost = 625 BuildTime = 20.0 ;in seconds ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 100 300 500 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Infa_ChinaInfantryHackerCommandSet ; *** AUDIO Parameters *** VoiceSelect = SuperHackerVoiceSelect VoiceMove = HackerVoiceMove VoiceAttack = NoSound VoiceGuard = HackerVoiceMove VoiceFear = HackerVoiceFear VoiceTaskComplete = HackerVoiceHackComplete UnitSpecificSounds VoiceGarrison = HackerVoiceGarrison VoiceCreate = SuperHackerVoiceCreate UnitPack = HackerPack UnitUnpack = HackerUnpack UnitCashPing = HackerCashPing VoiceEnter = HackerVoiceMove ;VoiceStealCashComplete = SuperHackerVoiceCashComplete VoiceDisableVehicleComplete = SuperHackerVoiceDisableComplete ;VoiceCaptureBuildingComplete = SuperHackerVoiceCaptureComplete VoiceEnterHostile = HackerVoiceMove VoiceGetHealed = HackerVoiceMove VoiceHackInternet = HackerVoiceModeInternet End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE IGNORES_SELECT_ALL MONEY_HACKER Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = HackInternetAIUpdate ModuleTag_03 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) CashUpdateDelay = 2000 CashUpdateDelayFast = 1600 ; Fast speed used inside a container (can only hack inside an Internet Center) RegularCashAmount = 5 VeteranCashAmount = 6 EliteCashAmount = 8 HeroicCashAmount = 10 XpPerCashUpdate = 1 PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly. End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = SpecialAbility ModuleTag_04 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding UpdateModuleStartsAttack = Yes InitiateSound = HackerVoiceHack End Behavior = SpecialAbilityUpdate ModuleTag_05 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding StartAbilityRange = 150.0 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) PreparationTime = 3000 ;PersistentPrepTime = 500 ; old setting PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered ; This is also how often a new particle system effect is spawned EffectDuration = 2000 SpecialObject = BinaryDataStream DisableFXParticleSystem = DisabledEffectBinaryShower0 PackSound = HackerPack UnpackSound = HackerUnpack PrepSoundLoop = HackerPrepLoop AwardXPForTriggering = 0 ;Careful, this is persistant so it's a DoT xp gain! ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = SquishCollide ModuleTag_08 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_11 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_12 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack UpdateModuleStartsAttack = Yes InitiateSound = SuperHackerVoiceHackVehicle End Behavior = SpecialAbilityUpdate ModuleTag_13 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack StartAbilityRange = 150.0 UnpackTime = 2000 ;6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 1000 ;2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 2000 ;time to complete hack once prepared (unpacked) EffectDuration = 15000 ;duration vehicle is disabled (30 seconds) DisableFXParticleSystem = DisabledEffectBinaryShower0 SpecialObject = BinaryDataStream PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 0 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = StealthUpdate ModuleTag_14 StealthDelay = 2500 ; msec StealthForbiddenConditions = USING_ABILITY HintDetectableConditions = USING_ABILITY InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = VeterancyGainCreate ModuleTag_15 StartingLevel = VETERAN End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ ;China Dragon Tank Object Infa_ChinaTankDragon ; *** ART Parameters *** SelectPortrait = SNDragonTank_L ButtonImage = SNDragonTank UpgradeCameo1 = Upgrade_ChinaBlackNapalm ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVDragon Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End ConditionState = REALLYDAMAGED Model = NVDragon_D Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End ConditionState = RUBBLE Model = NVDragon_D Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:Dragon Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY DragonTankFlameWeapon Weapon = SECONDARY DragonTankFireWallWeapon AutoChooseSources = SECONDARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY DragonTankFlameWeaponUpgraded Weapon = SECONDARY DragonTankFireWallWeaponUpgraded AutoChooseSources = SECONDARY NONE WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock End ArmorSet Conditions = None Armor = DragonTankArmor DamageFX = TankDamageFX End BuildCost = 900 BuildTime = 10.0 ;in seconds VisionRange = 100 ShroudClearingRange = 200 Prerequisites Object = Infa_ChinaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTankDragonCommandSet ; *** AUDIO Parameters *** VoiceSelect = DragonTankVoiceSelect VoiceMove = DragonTankVoiceMove VoiceGuard = DragonTankVoiceMove VoiceAttack = DragonTankVoiceAttack SoundMoveStart = DragonTankMoveStart SoundMoveStartDamaged = DragonTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = DragonTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceEnter = DragonTankVoiceMove VoiceFlameLocation = DragonTankVoiceFireStorm End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 280.0 InitialHealth = 280.0 ; 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 = 560 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 120 TurretPitchRate = 120 AllowsPitch = Yes MinPhysicalPitch = -15 TurretFireAngleSweep = PRIMARY 10 TurretFireAngleSweep = SECONDARY 60 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL DragonLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = WeaponSetUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaBlackNapalm End ; A crushing defeat Behavior = DestroyDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; just explode death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ; ProbabilityModifier = 33 DestructionDelay = 500 DestructionDelayVariance = 500 FX = INITIAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_DragonDebris FX = FINAL FX_DragonTankDeathExplosionFinal End ; Catch fire, and explode death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 33 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_CrusaderCatchFire ; OCL = FINAL OCL_DragonDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Napalm spills out, and explode death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 34 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_DragonNapalmSpill ; OCL = FINAL OCL_DragonDebris ; FX = FINAL FX_DragonTankDeathExplosionFinal ; End ; Turret fly off death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 25 ; DestructionDelay = 500 ; DestructionDelayVariance = 100 ; FX = INITIAL FX_GenericTankDeathEffect ; OCL = MIDPOINT OCL_DragonDebris ; FX = FINAL FX_GenericTankDeathExplosionFinal ; End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_13 ; ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes Psys:DragonTransitionFire ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_DragonDamageTransition End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 11.0 ; Height set to allow clear clipping of projectile stream GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Infa_ChinaVehicleInfernoCannon ; *** ART Parameters *** SelectPortrait = SNInferno_L ButtonImage = SNInferno UpgradeCameo1 = Upgrade_ChinaBlackNapalm ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVInferno Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = RUBBLE REALLYDAMAGED Model = NVInferno_D Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:InfernoCannon Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY InfernoCannonGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY InfernoCannonGunUpgraded End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1100 BuildTime = 15.0 ;in seconds VisionRange = 180 ShroudClearingRange = 300 Prerequisites Object = Infa_ChinaWarFactory Object = Infa_ChinaPropagandaCenter End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaVehicleInfernoCannonCommandSet ; *** AUDIO Parameters *** VoiceSelect = InfernoCannonVoiceSelect VoiceMove = InfernoCannonVoiceMove VoiceGuard = InfernoCannonVoiceMove VoiceAttack = InfernoCannonVoiceAttack SoundMoveStart = InfernoCannonMoveStart SoundMoveStartDamaged = InfernoCannonMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = InfernoCannonVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceCrush = InfernoCannonVoiceCrush VoiceEnter = InfernoCannonVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 ; 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 = 240 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_ArtilleryTraining End Behavior = AIUpdateInterface ModuleTag_04 Turret TurretTurnRate = 100 TurretPitchRate = 100 AllowsPitch = Yes FirePitch = 45 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = No NotWhileAttacking End Locomotor = SET_NORMAL InfernoLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End ; A crushing defeat Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_InfernoCannonDeathEffect End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = CreateCrateDie ModuleTag_10 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = WeaponSetUpgrade ModuleTag_11 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = DestroyDie ModuleTag_22 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;Also called NukeCannon Object Infa_ChinaVehicleNukeLauncher ; *** ART Parameters *** SelectPortrait = SNNukeCannon_L ButtonImage = SNNukeCannon UpgradeCameo1 = Upgrade_ChinaNeutronShells ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 InitialRecoilSpeed = 120 MaxRecoilDistance = 8 RecoilSettleSpeed = 6 OkToChangeModelColor = Yes ExtraPublicBone = Turret01 DefaultConditionState Model = NVNukeCn WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponLaunchBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponRecoilBone = SECONDARY Barrel HideSubObject = TURRET01 ;Hide controlled turret ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret Turret = Turret01 TurretPitch = TurretEL End ConditionState = RUBBLE Model = NVNukeCn_D1 WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel WeaponLaunchBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponRecoilBone = SECONDARY Barrel HideSubObject = TURRET01 ;Hide controlled turret ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret Turret = Turret01 TurretPitch = TurretEL End ;*** PACKED STATE -- ready to move *** ConditionState = MOVING Animation = NVNukeCn.NVNukeCn AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving AliasConditionState = BETWEEN_FIRING_SHOTS_A ;*** ConditionState = REALLYDAMAGED MOVING Model = NVNukeCn_D Animation = NVNukeCn_D.NVNukeCn_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving ;*** UNPACKING STATE -- preparing to fire *** ConditionState = UNPACKING Animation = NVNukeCn.NVNukeCn AnimationMode = MANUAL End AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** ConditionState = REALLYDAMAGED UNPACKING Model = NVNukeCn_D Animation = NVNukeCn_D.NVNukeCn_D AnimationMode = MANUAL End AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** PACKING STATE -- preparing to move *** ConditionState = PACKING Animation = NVNukeCn.NVNukeCn AnimationMode = MANUAL End AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** ConditionState = REALLYDAMAGED PACKING Model = NVNukeCn_D Animation = NVNukeCn_D.NVNukeCn_D AnimationMode = MANUAL End AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** DEPLOYED STATE -- ready to fire *** ConditionState = DEPLOYED Animation = NVNukeCn.NVNukeCn AnimationMode = ONCE Flags = START_FRAME_LAST TransitionKey = TRANS_FIRING_A HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret ShowSubObject = TURRET01 ;Show controlled turret End AliasConditionState = DEPLOYED FIRING_A AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED RELOADING_A AliasConditionState = DEPLOYED MOVING ConditionState = DEPLOYED REALLYDAMAGED Model = NVNukeCn_D Animation = NVNukeCn_D.NVNukeCn_D AnimationMode = ONCE Flags = START_FRAME_LAST TransitionKey = TRANS_FIRING_A HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret ShowSubObject = TURRET01 ;Show controlled turret End AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A AliasConditionState = DEPLOYED REALLYDAMAGED MOVING TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:NukeLauncher Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY NukeCannonGun Weapon = SECONDARY NukeCannonNeutronWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI ShareWeaponReloadTime = Yes End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1600 BuildTime = 20.0 ;in seconds VisionRange = 180 ShroudClearingRange = 350 Prerequisites Object = Infa_ChinaWarFactory Object = Infa_ChinaPropagandaCenter Science = SCIENCE_NukeLauncher End ExperienceValue = 50 100 200 400 ;Experience point value at each level ExperienceRequired = 0 400 600 1000 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaVehicleNukeCannonCommandSet ; *** AUDIO Parameters *** VoiceSelect = NukeCannonVoiceSelect VoiceMove = NukeCannonVoiceMove VoiceGuard = NukeCannonVoiceMove VoiceAttack = NukeCannonVoiceAttack SoundMoveStart = NukeCannonMoveStart SoundMoveStartDamaged = NukeCannonMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NukeCannonVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = NukeCannonTurretMoveLoop VoiceEnter = NukeCannonVoiceMove Deploy = NukeCannonDeploy Undeploy = NukeCannonUnDeploy End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_ArtilleryTraining End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY NaturalTurretAngle = 0 InitiallyDisabled = Yes End AutoAcquireEnemiesWhenIdle = No PackTime = 3333 UnpackTime = 3333 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes ManualDeployAnimations = Yes End Locomotor = SET_NORMAL ChinaNukeCannonLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_BattleMasterExplosionOneFinal OCL = INITIAL OCL_RadiationFieldSmall OCL = MIDPOINT OCL_ChinaVehicleNukeCannonDie OCL = FINAL OCL_RadiationFieldSmall FX = FINAL FX_ChinaVehicleNukeCannonDeathExplosion End ; A crushing defeat Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ProductionUpdate ModuleTag_12 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Geometry = BOX GeometryMajorRadius = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Infa_ChinaTankGattling ; *** ART Parameters *** SelectPortrait = SNGatlingTank_L ButtonImage = SNGatlingTank ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaChainGuns ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = MANUAL Turret = TURRET01 TurretPitch = TURRETEL01 WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle End ConditionState = REALLYDAMAGED RUBBLE Model = NVGattTank_D End ;-----pristine attacking---------------------- ConditionState = ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End ;-----damaged attacking---------------------- ConditionState REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:GattlingTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GattlingTankGun PreferredAgainst = PRIMARY AIRCRAFT Weapon = SECONDARY GattlingTankGunAir End ArmorSet Conditions = None Armor = AntiAirVehicle DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 360 Prerequisites Object = Infa_ChinaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaVehicleGattlingTankCommandSet ; *** AUDIO Parameters *** VoiceSelect = GattlingTankVoiceSelect VoiceMove = GattlingTankVoiceMove VoiceGuard = GattlingTankVoiceMove VoiceAttack = GattlingTankVoiceAttack SoundMoveStart = GattlingTankMoveStart SoundMoveStartDamaged = GattlingTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = GattlingTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud VoiceCrush = GattlingTankVoiceCrush VoiceEnter = GattlingTankVoiceMove VoiceRapidFire = GattlingTankVoiceRapid End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 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 = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 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 ; since you never know from whence cometh danger End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL GattlingTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End ; Behavior = DestroyDie ; ;nothing ; End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_05 ProbabilityModifier = 19 DestructionDelay = 200 DestructionDelayVariance = 100 SinkRate = 0.5 ; in Dist/Sec OCL = FINAL OCL_ChinaTankGattlingDebris FX = FINAL FX_GattlingExplosionOneFinal End Behavior = VeterancyGainCreate ModuleTag_23 StartingLevel = VETERAN End Behavior = CreateCrateDie ModuleTag_06 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_07 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = WeaponBonusUpgrade ModuleTag_22 TriggeredBy = Upgrade_ChinaChainGuns End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Supply Truck Object Infa_ChinaVehicleSupplyTruck ; *** ART Parameters *** SelectPortrait = SNSupplyTruck_L ButtonImage = SNSupplyTruck ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVSSUPPLYTK HideSubObject = Cargo01 End ConditionState = REALLYDAMAGED Model = NVSSUPPLYTK_D End ConditionState = RUBBLE Model = NVSSUPPLYTK_D End ConditionState = CARRYING ShowSubObject = Cargo01 End ConditionState = REALLYDAMAGED CARRYING Model = NVSSUPPLYTK_D ShowSubObject = Cargo01 End ConditionState = RUBBLE CARRYING Model = NVSSUPPLYTK_D ShowSubObject = Cargo01 End TrackMarks = EXTireTrack.tga LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftRearTireBone = Tire03 MidRightRearTireBone = Tire04 LeftRearTireBone = Tire05 RightRearTireBone = Tire06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyTruck Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Infa_ChinaSupplyCenter End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaSupplyTruckCommandSet ; *** AUDIO Parameters *** VoiceSelect = SupplyTruckVoiceSelect VoiceMove = SupplyTruckVoiceMove VoiceAttack = NoSound SoundMoveStart = SupplyTruckMoveStart SoundMoveStartDamaged = SupplyTruckMoveStart UnitSpecificSounds VoiceCreate = SupplyTruckVoiceCreate TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceSupply = SupplyTruckVoiceSupply VoiceCrush = SupplyTruckVoiceCrush VoiceEnter = SupplyTruckVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End ExperienceValue = 50 50 50 50 ;Experience point value at each level Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 200 DestructionDelayVariance = 100 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_ChinaSupplyTruckDeathEffect End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_ChinaSupplyTruck_CrushEffect End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = FlammableUpdate ModuleTag_10 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; A crushing defeat Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData End Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Construction Dozer Object Infa_ChinaVehicleDozer ; *** ART Parameters *** SelectPortrait = SNDozer_L ButtonImage = SNDozer ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVCONSTDOZ_A ParticleSysBone = EXHAUST01 DozerSmokeLight End ConditionState = MOVING ParticleSysBone = EXHAUST01 DozerSmokeHeavy End ConditionState = FIRING_A MOVING PREATTACK_A Model = NVCONSTDOZ_A Animation = NVCONSTDOZ_A.NVCONSTDOZ_A AnimationMode = ONCE ParticleSysBone = EXHAUST01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall End AliasConditionState = ATTACKING FIRING_A MOVING ConditionState = REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD End ConditionState = MOVING REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD ParticleSysBone = EXHAUST01 DozerSmokeHeavy End ConditionState = FIRING_A MOVING PREATTACK_A REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD AnimationMode = ONCE ParticleSysBone = EXHAUST01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall End AliasConditionState = ATTACKING FIRING_A MOVING REALLYDAMAGED RUBBLE TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:Dozer Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End ArmorSet Conditions = None Armor = DozerArmor ;Special Explosion-Proof Armor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Infa_ChinaDozerCommandSet ; *** AUDIO Parameters *** VoiceSelect = DozerChinaVoiceSelect VoiceMove = DozerChinaVoiceMove VoiceEnter = DozerChinaVoiceMove VoiceTaskComplete = DozerChinaVoiceBuildComplete SoundMoveStart = DozerChinaMoveStart SoundMoveStartDamaged = DozerChinaMoveStart UnitSpecificSounds VoiceCreate = DozerChinaVoiceCreate VoiceCrush = DozerChinaVoiceCrush VoiceNoBuild = DozerChinaVoiceBuildNot VoiceRepair = DozerChinaVoiceRepair VoiceDisarm = DozerChinaVoiceClearMine VoiceEnter = DozerChinaVoiceMove VoiceBuildResponse = DozerChinaVoiceBuild End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL ChinaVehicleDozerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 100 DestructionDelay = 1500 DestructionDelayVariance = 600 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_ChinaDozerExplode FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_22 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = DestroyDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 17.0;new radius to align mine sweeping position ;GeometryMajorRadius = 21.0;old radius GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Infa_ChinaTankECM ; *** ART Parameters *** SelectPortrait = SNbanshee_L ButtonImage = SNbanshee Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = WEAPONA01 DefaultConditionState Model = NVBANSHEE Turret = TURRET01 End ConditionState = REALLYDAMAGED Model = NVBANSHEE_D End ConditionState = RUBBLE Model = NVBANSHEE_D1 Turret = None End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:ECMTank Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ECMTankVehicleDisabler End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 900 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 360 Prerequisites Object = Infa_ChinaWarFactory Object = Infa_ChinaPropagandaCenter End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaVehicleECMTankCommandSet ; *** AUDIO Parameters *** VoiceSelect = FrequencyJammerVoiceSelect VoiceMove = FrequencyJammerVoiceMove VoiceGuard = FrequencyJammerVoiceMove VoiceAttack = FrequencyJammerVoiceAttack SoundMoveStart = MicrowaveTankMoveStart SoundMoveStartDamaged = MicrowaveTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = FrequencyJammerVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud VoiceCrush = NoSound VoiceEnter = FrequencyJammerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 180 // turn rate, in degrees per sec FiresWhileTurning = No MinIdleScanInterval = 0 ; in milliseconds MaxIdleScanInterval = 0 ; in milliseconds RecenterTime = 0 MinIdleScanAngle = 180 ; in degrees off the natural turret angle MaxIdleScanAngle = 180 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL GattlingTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End ; Behavior = DestroyDie ; ;nothing ; End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_05 ProbabilityModifier = 19 DestructionDelay = 200 DestructionDelayVariance = 100 SinkRate = 0.5 ; in Dist/Sec OCL = FINAL OCL_ChinaTankECMDebris FX = FINAL FX_GattlingExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_06 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_07 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CommandButtonHuntUpdate ModuleTag_22 ; allows use of command button hunt script with this unit. End Behavior = FireWeaponUpdate ModuleTag_23 Weapon = ECMTankMissileJammer ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Infa_ChinaCommandCenter ; *** ART Parameters *** ; ------------ the main building itself ----------------- SelectPortrait = SNComCentr_L ButtonImage = SNComCentr Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ DefaultConditionState Model = NBConYardI Animation = NBConYardI.NBConYardI AnimationMode = LOOP End ConditionState = DAMAGED Model = NBConYardI_D Animation = NBConYardI_D.NBConYardI_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 = NBConYardI_E Animation = NBConYardI_E.NBConYardI_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 = NBConYardI_N Animation = NBConYardI_N.NBConYardI_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBConYardI_DN Animation = NBConYardI_DN.NBConYardI_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 = NBConYardI_EN Animation = NBConYardI_EN.NBConYardI_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 = NBConYardI_S Animation = NBConYardI_S.NBConYardI_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBConYardI_DS Animation = NBConYardI_DS.NBConYardI_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 = NBConYardI_ES Animation = NBConYardI_ES.NBConYardI_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 = NBConYardI_NS Animation = NBConYardI_NS.NBConYardI_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBConYardI_DNS Animation = NBConYardI_DNS.NBConYardI_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 = NBConYardI_ENS Animation = NBConYardI_ENS.NBConYardI_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 = NBConYardI Animation = NBConYardI.NBConYardI AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYardI_D Animation = NBConYardI_D.NBConYardI_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBConYardI_E Animation = NBConYardI_E.NBConYardI_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBConYardI_N Animation = NBConYardI_N.NBConYardI_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBConYardI_DN Animation = NBConYardI_DN.NBConYardI_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBConYardI_EN Animation = NBConYardI_EN.NBConYardI_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBConYardI_S Animation = NBConYardI_S.NBConYardI_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBConYardI_DS Animation = NBConYardI_DS.NBConYardI_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBConYardI_ES Animation = NBConYardI_ES.NBConYardI_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBConYardI_NS Animation = NBConYardI_NS.NBConYardI_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBConYardI_DNS Animation = NBConYardI_DNS.NBConYardI_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBConYardI_ENS Animation = NBConYardI_ENS.NBConYardI_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = Infa_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 = Infa_ChinaCommandCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Behavior = OCLSpecialPower ModuleTag_27 SpecialPowerTemplate = Infa_SuperweaponInfantryParadrop UpgradeOCL = Infa_SCIENCE_InfantryParadrop3 Infa_SUPERWEAPON_Paradrop3 UpgradeOCL = Infa_SCIENCE_InfantryParadrop2 Infa_SUPERWEAPON_Paradrop2 OCL = Infa_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 = GrantUpgradeCreate ModuleTag_28 UpgradeToGrant = Upgrade_Nationalism ExemptStatus = UNDER_CONSTRUCTION End Behavior = OCLSpecialPower ModuleTag_29 SpecialPowerTemplate = Early_SuperweaponFrenzy UpgradeOCL = Early_SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3 UpgradeOCL = Early_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 Infa_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE Prerequisites Object = Infa_ChinaSupplyCenter End BuildCost = 1000 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = Infa_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 FS_AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY 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 = Infa_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 ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object Infa_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE Prerequisites Object = Infa_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 = Infa_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 = Infa_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 Infa_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 = ChinaInfantryGeneral 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 = Infa_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 ;------------------------------------------------------------------------------ ;China Nuclear Reactor Object Infa_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 = ChinaInfantryGeneral 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 = Infa_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 Infa_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE Prerequisites Object = Infa_ChinaPowerPlant End BuildCost = 1500 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -1 CommandSet = Infa_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 = Infa_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 = Infa_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 Infa_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE BuildCost = 500 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = Infa_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 = 1200.0 InitialHealth = 1200.0 ; 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 = 1400 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 = Infa_ChinaInfantryMiniGunner 1 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 = Infa_ChinaBarracksCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Behavior = GrantUpgradeCreate ModuleTag_27 UpgradeToGrant = Upgrade_Nationalism ExemptStatus = UNDER_CONSTRUCTION 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 Infa_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE Prerequisites Object = Infa_ChinaSupplyCenter End BuildCost = 2000 BuildTime = 15.0 ; in seconds EnergyProduction = -1 CommandSet = Infa_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 = Infa_ChinaWarFactoryCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Behavior = GrantUpgradeCreate ModuleTag_27 UpgradeToGrant = Upgrade_Nationalism ExemptStatus = UNDER_CONSTRUCTION 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 Infa_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE Prerequisites Object = Infa_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 = Infa_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 = Infa_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 Infa_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE Prerequisites Object = Infa_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 Infa_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 = ChinaInfantryGeneral EditorSorting = STRUCTURE BuildCost = 2500 BuildTime = 30.0 ; in seconds EnergyProduction = 0 CommandSet = Infa_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 Prerequisites Object = Infa_ChinaWarFactory End ;******************************************************************************************************************* MaxSimultaneousOfType = 1 ; *** Kris: DO NOT INCREASE THIS NUMBER -- UNLESS YOU WANT TO INTRODUCE A LOT OF BUGS! *** ;******************************************************************************************************************* ; *** AUDIO Parameters *** VoiceSelect = CommandCenterChinaSelect 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 CAN_ATTACK 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 = Infa_ChinaInternetCenterCommandSetOneUpgrade TriggeredBy = Upgrade_ChinaMines CommandSetAlt = Infa_ChinaInternetCenterCommandSetTwoUpgrade TriggerAlt = Upgrade_ChinaSatelliteHackOne End Behavior = CommandSetUpgrade ModuleTag_32 CommandSet = Infa_ChinaInternetCenterCommandSetTwo TriggeredBy = Upgrade_ChinaSatelliteHackOne CommandSetAlt = Infa_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 Infa_ChinaBunker ; *** ART Parameters *** SelectPortrait = SNSuperBunk_L ButtonImage = SNSuperBunk Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;day ConditionState = NONE Model = NBBunkerI End ConditionState = DAMAGED Model = NBBunkerI_D ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE Model = NBBunkerI_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 = NBBunkerI_G End ConditionState = DAMAGED GARRISONED Model = NBBunkerI_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 = NBBunkerI_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 = NBBunkerI_S End ConditionState = DAMAGED SNOW Model = NBBunkerI_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 = NBBunkerI_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 = NBBunkerI_SG End ConditionState = DAMAGED SNOW GARRISONED Model = NBBunkerI_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 = NBBunkerI_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 = NBBunkerI_N End ConditionState = DAMAGED NIGHT Model = NBBunkerI_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 = NBBunkerI_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 = NBBunkerI_NG End ConditionState = DAMAGED NIGHT GARRISONED Model = NBBunkerI_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 = NBBunkerI_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 = NBBunkerI_NS End ConditionState = DAMAGED NIGHT SNOW Model = NBBunkerI_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 = NBBunkerI_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 = NBBunkerI_NSG End ConditionState = DAMAGED NIGHT SNOW GARRISONED Model = NBBunkerI_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 = NBBunkerI_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 = NBBunkerI ;Animation = NBBunkerI.NBBunkerI ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBBunkerI_D ;Animation = NBBunkerI_D.NBBunkerI_D ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBBunkerI_E ;Animation = NBBunkerI_E.NBBunkerI_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBBunkerI_N ;Animation = NBBunkerI_N.NBBunkerI_N ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBBunkerI_DN ;Animation = NBBunkerI_DN.NBBunkerI_DN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBBunkerI_EN ;Animation = NBBunkerI_EN.NBBunkerI_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBBunkerI_S ;Animation = NBBunkerI_S.NBBunkerI_S ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBBunkerI_DS ;Animation = NBBunkerI_DS.NBBunkerI_DS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBBunkerI_ES ;Animation = NBBunkerI_ES.NBBunkerI_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBBunkerI_NS ;Animation = NBBunkerI_NS.NBBunkerI_NS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBBunkerI_DNS ;Animation = NBBunkerI_DNS.NBBunkerI_DNS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBBunkerI_ENS ; Animation = NBBunkerI_ENS.NBBunkerI_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 *** ;rto look here DisplayName = OBJECT:Infa_Bunker Side = ChinaInfantryGeneral EditorSorting = STRUCTURE Prerequisites Object = Infa_ChinaBarracks End BuildCost = 700 BuildTime = 8.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End CommandSet = Infa_ChinaBunkerCommandSetUpgrade ; *** 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 = 10 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 = GrantUpgradeCreate ModuleTag_11 UpgradeToGrant = Upgrade_ChinaMines ExemptStatus = UNDER_CONSTRUCTION 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 = Infa_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 Infa_ChinaInfantryMiniGunner ; *** ART Parameters *** SelectPortrait = SNMiniGunner_L ButtonImage = SNMiniGunner UpgradeCameo1 = Upgrade_Fanaticism UpgradeCameo2 = Upgrade_InfantryCaptureBuilding UpgradeCameo3 = Upgrade_AmericaChemicalSuits ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ------- Standing-Around Animations DefaultConditionState Model = NICNSCI_SKN IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = NICNSC_SKL.NICNSC_STB AnimationMode = ONCE TransitionKey = TRANS_StandDamaged End ; ------- Machine Gun Animations ConditionState = USING_WEAPON_A Animation = NICNSC_SKL.NICNSC_ATA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_ATC AnimationMode = LOOP TransitionKey = TRANS_FiringDamaged End ConditionState = USING_WEAPON_B Animation = NICNSC_SKL.NICNSC_ATA2 AnimationMode = LOOP ; TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_B REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_ATC2 AnimationMode = LOOP ; TransitionKey = TRANS_FiringDamaged End ; ------- Firing-related Transitions TransitionState = TRANS_Firing TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE End TransitionState = TRANS_Stand TRANS_Firing Animation = NICNSC_SKL.NICNSC_SA2AA AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Stand Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE End TransitionState = TRANS_StandDamaged TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_ATCST AnimationMode = ONCE End TransitionState = TRANS_FiringDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_ATCED AnimationMode = ONCE End ; ------------- Damage Transitions -------------------- TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE AnimationSpeedFactorRange = 2 2 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2 2 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 4 5 Flags = START_FRAME_LAST End ; ------- Bayonet Animations ConditionState = PREATTACK_C Animation = NICNSC_SKL.NICNSC_ATB1 AnimationMode = ONCE TransitionKey = TRANS_Stab End AliasConditionState = PREATTACK_C MOVING AliasConditionState = PREATTACK_C FIRING_C AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_C ConditionState = FIRING_C Animation = NICNSC_SKL.NICNSC_ATB2 AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_Stab End AliasConditionState = BETWEEN_FIRING_SHOTS_C AliasConditionState = RELOADING_C ; ------- Parachuting Animations ConditionState = FREEFALL Animation = NICNSC_SKL.NICNSC_POP AnimationMode = MANUAL Flags = START_FRAME_FIRST TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NICNSC_SKL.NICNSC_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = NICNSC_SKL.NICNSC_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NICNSC_SKL.NICNSC_PTD AnimationMode = ONCE End ; ------- Movement Animations ConditionState = MOVING Animation = NICNSC_SKL.NICNSC_RNA 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_RNB 28 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged TransitionKey = None End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ------- Bldg-capture ConditionState = UNPACKING Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ; ------- Dying Animations ConditionState = DYING Animation = NICNSC_SKL.NICNSC_DTA Animation = NICNSC_SKL.NICNSC_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NICNSC_SKL.NICNSC_ATDE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NICNSC_SKL.NICNSC_ATDE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NICNSC_SKL.NICNSC_ATDE3 AnimationMode = ONCE TransitionKey = None End ; ------- Misc Animations ConditionState = SPECIAL_CHEERING Animation = NICNSC_SKL.NICNSC_CHA AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:MiniGunner Side = ChinaInfantryGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY Infa_MiniGunnerGun Weapon = SECONDARY Infa_MiniGunnerGunAir PreferredAgainst = SECONDARY AIRCRAFT End ArmorSet Conditions = None Armor = InfGen_HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 200 Prerequisites Object = Infa_ChinaBarracks End BuildCost = 350 BuildTime = 10.0 ;in seconds ExperienceValue = 5 5 10 20 ;Experience point value at each level ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Infa_ChinaInfantryMiniGunnerCommandSet ; *** AUDIO Parameters *** VoiceSelect = RedMinigunnerVoiceSelect VoiceMove = RedGuardVoiceMove VoiceGuard = RedGuardVoiceMove VoiceAttack = RedMinigunnerVoiceAttack VoiceGroupSelect = BattleCrySound VoiceFear = RedGuardVoiceFear VoiceTaskComplete = RedGuardVoiceCaptureComplete UnitSpecificSounds VoiceMelee = RedGuardVoiceAttackBayonet VoiceGarrison = RedGuardVoiceGarrison VoiceCreate = RedMinigunnerVoiceCreate VoiceSubdue = RedGuardVoiceSubdue VoiceEnter = RedGuardVoiceMove VoiceEnterHostile = RedGuardVoiceMove VoiceGetHealed = RedGuardVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN End Behavior = VeterancyGainCreate ModuleTag_08 StartingLevel = ELITE ScienceRequired = Infa_SCIENCE_RedGuardTraining End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_05 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 RubOffRadius = 100 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_07 Mass = 5.0 End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_15 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_16 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RedGuardVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 4 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Infa_ChinaVehicleTroopCrawler ; *** ART Parameters *** SelectPortrait = SNAsltTroop_L ButtonImage = SNAsltTroop UpgradeCameo1 = Upgrade_ChinaSubliminalMessaging ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVTClrI ;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here End ConditionState = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' ; @todo find out why a non-animating model like this has such trouble matching ; reallydamaged against moving against rubble, etc. Model = NVTClrI_D End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray ; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Wheel01 RightFrontTireBone = Wheel08 LeftRearTireBone = Wheel03 RightRearTireBone = Wheel05 MidLeftFrontTireBone = Wheel02 MidRightFrontTireBone = Wheel07 MidLeftRearTireBone = Wheel04 MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End ; ***DESIGN parameters *** DisplayName = OBJECT:AssaultTroopTransport Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;Just enough to fit into a Chinook. WeaponSet Conditions = None Weapon = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Infa_ChinaVehicleTroopCrawlerDummyWeapon End ArmorSet Conditions = None Armor = AssaultCrawlerArmor DamageFX = TankDamageFX End BuildCost = 2400 BuildTime = 25.0 ;in seconds VisionRange = 175 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks! ShroudClearingRange = 400 Prerequisites Object = Infa_ChinaWarFactory End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Infa_ChinaTroopCrawlerCommandSet ; *** AUDIO Parameters *** VoiceSelect = AssaultTroopCrawlerVoiceSelect VoiceMove = TroopCrawlerVoiceMove VoiceGuard = TroopCrawlerVoiceMove VoiceAttack = AssaultTroopCrawlerVoiceAttack SoundMoveStart = TroopCrawlerMoveStart SoundMoveStartDamaged = TroopCrawlerMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AssaultTroopCrawlerVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = TroopCrawlerVoiceCrush VoiceUnload = TroopCrawlerVoiceUnload VoiceEnter = TroopCrawlerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. PingSound = IRPing LoudPingSound = IRPingLoud IRParticleSysName = IRDetectSonar IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End ;OBSOLETE ; Behavior = AIUpdateInterface ModuleTag_04 ; Turret ; ControlledWeaponSlots = PRIMARY ; End ; End ; Dude, quit changing this. He is NOT an AssaultTransport. The guys don't hop out and attack. He is a transport. ; Behavior = AssaultTransportAIUpdate ModuleTag_NewAI ; MembersGetHealedAtLifeRatio = 0.5 ; End Behavior = TransportAIUpdate ModuleTag_CorrectAI End Locomotor = SET_NORMAL TroopCrawlerLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = TransportContain ModuleTag_06 PassengersAllowedToFire = Yes Slots = 8 InitialPayload = Infa_ChinaInfantryMiniGunner 8 ScatterNearbyOnExit = Yes HealthRegen%PerSec = 10 DamagePercentToUnits = 50% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_FinalAssaultTroopCrawlerDebris End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = PropagandaTowerBehavior ModuleTag_22 Radius = 100 DelayBetweenUpdates = 4000 ; 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 Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Infa_ChinaVehicleListeningOutpost ; *** ART Parameters *** SelectPortrait = NVLOutpost_L ButtonImage = NVLOutpost UpgradeCameo1 = Upgrade_ChinaSubliminalMessaging Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = IRFX ConditionState = NONE Model = NVLOUTPOST End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_D End ConditionState = RUBBLE Model = NVLOUTPOST_D1 HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End Draw = W3DModelDraw ModuleTag_33 OkToChangeModelColor = Yes ConditionState = NONE Model = NVLOUTPOST_B Animation = NVLOUTPOST_B.NVLOUTPOST_B AnimationMode = LOOP TransitionKey = Trans_Deployed End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_BD Animation = NVLOUTPOST_BD.NVLOUTPOST_BD AnimationMode = LOOP TransitionKey = Trans_Deployed_ReallyDamaged End ConditionState = MOVING Model = NVLOUTPOST_A Animation = NVLOUTPOST_A.NVLOUTPOST_A AnimationMode = LOOP TransitionKey = Trans_Moving End ConditionState = REALLYDAMAGED MOVING Model = NVLOUTPOST_AD Animation = NVLOUTPOST_AD.NVLOUTPOST_AD AnimationMode = LOOP TransitionKey = Trans_Moving_ReallyDamaged End ConditionState = RUBBLE Model = NONE End AliasConditionState = RUBBLE MOVING ;**** PACKING AND UNPACKING MODES *** TransitionState = Trans_Moving Trans_Deployed Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE End TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE End TransitionState = Trans_Deployed Trans_Moving Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE_BACKWARDS End End ; ***DESIGN parameters *** DisplayName = OBJECT:AssaultListeningOutpost Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;This means, 'how many seats do I occupy in another transport.' WeaponSet Conditions = None Weapon = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1000 BuildTime = 15.0 ;in seconds VisionRange = 250 ShroudClearingRange = 500 Prerequisites Object = Infa_ChinaWarFactory End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Infa_ChinaListeningOutpostCommandSet ; *** AUDIO Parameters *** VoiceSelect = ListeningOutpostVoiceSelect VoiceMove = ListeningOutpostVoiceMove VoiceGuard = ListeningOutpostVoiceMove VoiceAttack = ListeningOutpostVoiceAttack SoundMoveStart = RadarVanMoveStart SoundMoveStartDamaged = RadarVanMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ListeningOutpostVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = NoSound VoiceUnload = NoSound ; nothing recorded VoiceEnter = ListeningOutpostVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 590 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 300 ;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. ; PingSound = IRPing ; LoudPingSound = IRPingLoud ; IRParticleSysName = IRDetectSonar ; IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End Behavior = TransportAIUpdate ModuleTag_99 AutoAcquireEnemiesWhenIdle = No ; let the contained do it for themselves End Behavior = StealthUpdate ModuleTag_04 StealthDelay = 2000 ; msec StealthForbiddenConditions = MOVING RIDERS_ATTACKING FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Locomotor = SET_NORMAL ListeningOutpostLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 90.0 End Behavior = TransportContain ModuleTag_06 PassengersAllowedToFire = Yes Slots = 8 InitialPayload = Infa_ChinaInfantryTankHunter 3 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1789 FX = INITIAL FX_SupplyTruckExplosionOneFinal OCL = INITIAL OCL_InitialListeningOutpostDebris FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_FinalListeningOutpostDebris End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = PropagandaTowerBehavior ModuleTag_13 Radius = 75 DelayBetweenUpdates = 4000 ; in milliseconds HealPercentEachSecond = 1% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 2% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End Object Infa_ChinaVehicleHelix ; *** ART Parameters *** SelectPortrait = SNHelix_L ButtonImage = SNHelix UpgradeCameo1 = Upgrade_HelixNapalmBomb UpgradeCameo2 = Upgrade_ChinaBlackNapalm UpgradeCameo3 = Upgrade_Infa_ChinaHelixBattleBunker Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = NVHELIX Animation = NVHELIX.NVHELIX AnimationMode = LOOP WeaponFireFXBone = PRIMARY Muzzle03 WeaponMuzzleFlash = PRIMARY TurretFX03 HideSubObject = BombWing End ConditionState = MOVING ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = REALLYDAMAGED Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP End ConditionState = REALLYDAMAGED MOVING Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = RUBBLE Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP End ConditionState = RUBBLE MOVING Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = RUBBLE SPECIAL_DAMAGED Model = NVHELIX_d End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Infa_Helix EditorSorting = VEHICLE Side = ChinaInfantryGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 600 BuildCost = 1500 BuildTime = 20.0 ;in seconds Prerequisites Object = Infa_ChinaAirfield End ExperienceValue = 50 100 150 200 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes CommandSet = Infa_ChinaVehicleHelixCommandSet ArmorSet Conditions = None Armor = ChinookArmor DamageFX = None End WeaponSet Conditions = None ;---------------------------- Weapon = PRIMARY HelixMinigunWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;---------------------------- End WeaponSet Conditions = PLAYER_UPGRADE ;---------------------------- Weapon = PRIMARY HelixMinigunWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;---------------------------- End ; *** AUDIO Parameters *** VoiceSelect = HelixVoiceSelect VoiceMove = HelixVoiceMove VoiceAttack = HelixVoiceAttack SoundAmbient = HelixAmbientLoop SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = HelixVoiceCreate VoiceUnload = HelixVoiceUnload VoiceGarrison = HelixVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK Body = ActiveBody ModuleTag_03 MaxHealth = 300.0 InitialHealth = 300.0 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ChinookAIUpdate ModuleTag_07 AutoAcquireEnemiesWhenIdle = Yes RotorWashParticleSystem = HelixRotorWashRing End Locomotor = SET_NORMAL HelixLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = HelixDamagedLoop MinSelfSpin = 40 ; in degrees per second MaxSelfSpin = 120 ; in degrees per second SelfSpinUpdateDelay = 300 ; in milliseconds SelfSpinUpdateAmount = 5 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1000 ; in milliseconds MaxBladeFlyOffDelay = 1000 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades BladeBoneName = Propeller01 FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades DelayFromGroundToFinalDeath = 30 FinalRubbleObject = HelixRubbleHull End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ProductionUpdate ModuleTag_25 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End ;-------------------------- Behavior = ObjectCreationUpgrade ModuleTag_24 UpgradeObject = OCL_Infa_HelixBattleBunker TriggeredBy = Upgrade_Infa_ChinaHelixBattleBunker End Behavior = PassengersFireUpgrade ModuleTag_34 TriggeredBy = Upgrade_Infa_ChinaHelixBattleBunker End Behavior = HelixContain ModuleTag_29 Slots = 8 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 PassengersAllowedToFire = No End ;-------------------------- Behavior = WeaponSetUpgrade ModuleTag_30 TriggeredBy = Upgrade_ChinaBlackNapalm End ;--------------------------- Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb UpdateModuleStartsAttack = Yes StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on InitiateSound = HelixVoiceAttack End Behavior = SpecialAbilityUpdate ModuleTag_33 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb StartAbilityRange = 3.0 PreparationTime = 0 SpecialObject = NapalmBomb MaxSpecialObjects = 1 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. UnpackTime = 500 ;slight delay to drop bomb FlipOwnerAfterUnpacking = No FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability UnpackSound = NoSound LoseStealthOnTrigger = No ApproachRequiresLOS = No ; we are a helicopter, we can see everything NeedToFaceTarget = No ; can drop the bomb at any angle to target PersistentPrepTime = 100 PersistenceRequiresRecharge = Yes End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb TriggeredBy = Upgrade_HelixNapalmBomb End Behavior = SubObjectsUpgrade ModuleTag_39 TriggeredBy = Upgrade_HelixNapalmBomb ShowSubObjects = BombWing End Behavior = CommandSetUpgrade ModuleTag_28 CommandSet = Infa_ChinaHelixBombCommandSet TriggeredBy = Upgrade_HelixNapalmBomb End Geometry = CYLINDER GeometryMajorRadius = 35.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------ Object Infa_ChinaHelixBattleBunker ; *** ART Parameters *** SelectPortrait = SNBunker_L ButtonImage = SNBunker Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = CHASSISBONE ConditionState = NONE Model = NVHELIX_B End ConditionState = REALLYDAMAGED Model = NVHELIX_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVHELIX_B End ConditionState = NIGHT REALLYDAMAGED Model = NVHELIX_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaInfantryGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = HelixContain ModuleTag_29 Slots = 8 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 PassengersAllowedToFire = Yes End Behavior = DestroyDie ModuleTag_04 ;nothing End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_PointDefenseDroneLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.4 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.2 ;The total width of beam OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = GenericLaserFlare End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 95 ; min lifetime in msec MaxLifetime = 95 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object SupW_AmericaVehiclePointDefenseDrone ; *** ART Parameters *** SelectPortrait = SABattleDrone_L ButtonImage = SABattleDrone UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE ;MAIN CHASSIS Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBATTLEDR Animation = AVBATTLEDR.AVBATTLEDR AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 WeaponMuzzleFlash = PRIMARY TurretFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = REALLYDAMAGED Model = AVBATTLEDR_D Animation = AVBATTLEDR_D.AVBATTLEDR_D AnimationMode = LOOP End End ;EXTENDING ARM (FOR REPAIRING) Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes DefaultConditionState Model = AVBATTLEDR_A End ;Unloading the arm (before starting to repair) ConditionState = UNPACKING Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 AnimationMode = ONCE End ;Loading the arm (after reparing complete) ConditionState = PACKING Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) ConditionState = FIRING_B Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 AnimationMode = ONCE End ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) ConditionState = FIRING_C Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:BattleDrone Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY BattleDroneMachineGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 200 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 150 ExperienceValue = 10 10 10 10 ;Experience point value at each level IsTrainable = No ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_04 Turret TurretTurnRate = 360 // turn rate, in degrees per sec TurretPitchRate = 360 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = Yes ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BattleDroneLocomotor Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = MaxHealthUpgrade ModuleTag_06 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 50.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = SlavedUpdate ModuleTag_07 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. StayOnSameLayerAsMaster = Yes End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaBattleDroneExplode End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = FXListDie ModuleTag_11 DeathTypes = ALL DeathFX = FX_AmericaBattleDroneExplode End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL ;UpgradeToRemove = SupW_Upgrade_AmericaPointDefenseDrone ModuleTag_12 UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_12 End Behavior = PointDefenseLaserUpdate ModuleTag_13 WeaponTemplate = SupW_PointDefenseDroneLaserWeapon PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE SecondaryTargetTypes = INFANTRY ScanRate = 100 ScanRange = 120.0 PredictTargetVelocityFactor = 3.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5 GeometryMinorRadius = 5 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_NeutronMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ABNukeMissle End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End Behavior = NeutronMissileUpdate ModuleTag_03 DistanceToTravelBeforeTurning = 500 ; goes straight up a long ways first MaxTurnRate = 9000 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it SpecialAccelFactor = 1 SpecialSpeedTime = 1500 SpecialSpeedHeight = 160 SpecialJitterDistance = 0.4 DeliveryDecalRadius = 210 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 100.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = SpecialPowerCompletionDie ModuleTag_05 SpecialPowerTemplate = SupW_SuperweaponNeutronMissile End Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 DestructionDelay = 3501 ScorchMarkSize = 320 FXList = SupW_FX_Nuke Blast1Enabled = Yes Blast1Delay = 580 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 60.0 ;objects inside this get the full damage Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage Blast1MaxDamage = 0.0 ;damage within inner radius of blast Blast1MinDamage = 0.0 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 10.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 660 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 90.0 ;objects inside this get the full damage Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage Blast2MaxDamage = 0.0 ;damage within inner radius of blast Blast2MinDamage = 0.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.45 ;higher #'s topple faster Blast2PushForce = 8.0 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 720 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage Blast3MaxDamage = 0.0 ;damage within inner radius of blast Blast3MinDamage = 0.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;higher #'s topple faster Blast3PushForce = 6.0 ;higher #'s push more Blast4Enabled = Yes Blast4Delay = 850 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 150.0 ;objects inside this get the full damage Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage Blast4MaxDamage = 0.0 ;damage within inner radius of blast Blast4MinDamage = 0.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more Blast5Enabled = Yes Blast5Delay = 1000 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 180.0 ;objects inside this get the full damage Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage Blast5MaxDamage = 0.0 ;damage within inner radius of blast Blast5MinDamage = 0.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 1180 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 60.0 ;objects inside this get the full damage Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ;damage within inner radius of blast Blast6MinDamage = 300.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage OCL = MIDPOINT OCL_NukeRadiationField End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End ;-------------------------------- Object SupW_AmericaJetSpectreGunship ; *** ART Parameters *** Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures ;----NORMAL------------- DefaultConditionState Model = AVSGunship WeaponFireFXBone = PRIMARY MUZZLE WeaponFireFXBone = SECONDARY MUZZLE WeaponMuzzleFlash = PRIMARY MUZZLEFX WeaponMuzzleFlash = SECONDARY MUZZLEFX End ConditionState = DOOR_1_OPENING Model = AVSGunship Animation = AVSGunship.AVSGunship AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail End ConditionState = DOOR_1_CLOSING Model = AVSGunship Animation = AVSGunship.AVSGunship AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare End ;----DAMAGED------------- ConditionState = DOOR_1_OPENING DAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = DOOR_1_CLOSING DAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ;----REALLY DAMAGED------------- ConditionState = DOOR_1_OPENING REALLYDAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 SpectreContrail ParticleSysBone = WingTip02 SpectreContrail ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke02 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 SpectreSmokeLarge End ConditionState = DOOR_1_CLOSING REALLYDAMAGED Model = AVSGunship_D Animation = AVSGunship_D.AVSGunship_D AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = Engine01 SpectreAfterburnerTrail ParticleSysBone = Engine02 SpectreAfterburnerTrail ParticleSysBone = Engine01 SpectreEngineFlare ParticleSysBone = Engine02 SpectreEngineFlare ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke02 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 SpectreSmokeLarge End ConditionState = RUBBLE Model = AVSGunship_D1 ParticleSysBone = Smoke01 SpectreGunshipFireLarge ParticleSysBone = Smoke05 SpectreGunshipFireLarge ParticleSysBone = Smoke03 SpectreGunshipFireLarge ParticleSysBone = Smoke04 SpectreGunshipFireLarge ParticleSysBone = Smoke01 SpectreSmokeLarge ParticleSysBone = Smoke03 SpectreSmokeLarge ParticleSysBone = Smoke02 SpectreSmokeLarge ParticleSysBone = Smoke05 SpectreSmokeLarge End AliasConditionState = REALLYDAMAGED RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:SpectreGunship EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300 Prerequisites Object = SupW_AmericaAirfield End ArmorSet Conditions = None Armor = SpectreGunshipArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresSpectreGunshipArmor DamageFX = None End WeaponSet Conditions = None Weapon = PRIMARY SpectreHowitzerGun End ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = No ;Not Player built, so no veterancy.............................. ; *** AUDIO Parameters *** VoiceSelect = SpectreGunshipVoiceSelect VoiceAttack = SpectreGunshipVoiceAttack VoiceMove = SpectreGunshipVoiceMove SoundAmbient = SpectreGunshipAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds Afterburner = SpectreGunshipAfterburnerLoop HowitzerFire = SpectreHowitzerWeapon End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 600.0 InitialHealth = 600.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_spectreDeathExplosion OCLSecondary = None FXHitGround = FX_spectreGunshipDeathExplosion OCLHitGround = OCL_A10DeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End ;SCRIPTED SUPPORT: These special power is triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = AIUpdateInterface ModuleTag_07 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player End Locomotor = SET_PANIC SpectreGunshipTransitLocomotor Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End Behavior = SpectreGunshipUpdate ModuleTag_10 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke SpecialPowerTemplate = SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon RandomOffsetForHowitzer = 20 TargetingReticleRadius = 25 OrbitInsertionSlope = 0.7 ; steepness of orbit entry GunshipOrbitRadius = 250 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes AttackAreaRadius = 200 OrbitTime = 15000 ;20000 ;32000 ; thirty-two seconds AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = Yes End TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HelixContain ModuleTag_09 Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes ShouldDrawPips = No End Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_11 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;-------------------------------- ;------------------------------------------------------------------------------ Object SupW_SpectreGunshipGattlingCannon ; *** ART Parameters *** Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = CHASIS DefaultConditionState Model = AVSGUNSHIP_GUN TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponMuzzleFlash = SECONDARY MuzzleFX End End ; ***DESIGN parameters *** Side = AmericaSuperWeaponGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY SpectreGattlingGun End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 160 // turn rate, in degrees per sec TurretPitchRate = 160 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = No End Behavior = DestroyDie ModuleTag_04 ;nothing End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 3.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE End ;------------------------------------------------------------------------------ Object SupW_SpectreGunshipHowitzer ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVSGUNSHIP_GHOW TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponMuzzleFlash = SECONDARY MuzzleFX End End ; ***DESIGN parameters *** Side = AmericaSuperWeaponGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY SpectreHowitzerGun End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = No End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = StealthDetectorUpdate ModuleTag_06 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ; Defaults to VisionRange CanDetectWhileContained = Yes End Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 13.0 GeometryHeight = 8.0 GeometryIsSmall = No Shadow = NONE End ;------------------------------------------------------------------------------ Object SupW_AmericaJetRaptor ; *** ART Parameters *** SelectPortrait = SACRaptor_L ButtonImage = SACRaptor UpgradeCameo1 = Upgrade_AmericaLaserMissiles UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVRaptor HideSubObject = BurnerFX01 BurnerFX02 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburner ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = AVRaptor_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = AVRaptor_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = AVRaptor_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; afterburner ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = AVRaptor_D1B HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = AVRaptor_D1B ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Raptor EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 400 Prerequisites Object = SupW_AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY RaptorJetMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End BuildCost = 1400 BuildTime = 20 ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaJetRaptorCommandSet ; *** AUDIO Parameters *** VoiceSelect = RaptorVoiceSelect VoiceMove = RaptorVoiceMove VoiceAttack = RaptorVoiceAttack VoiceAttackAir = RaptorVoiceAttackAir VoiceGuard = RaptorVoiceAirPatrol SoundAmbient = RaptorAmbientLoop SoundAmbientRubble = NoSound ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield ; SoundAmbient = NoSound UnitSpecificSounds VoiceCreate = RaptorVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = RaptorVoiceLowFuel VoiceGarrison = RaptorVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 160.0 InitialHealth = 160.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 3 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetSlowDeathBehavior ModuleTag_05 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial OCLInitialDeath = OCL_RaptorDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_RaptorDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_RaptorDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = EjectPilotDie ModuleTag_06 ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End ;------------------------------------------------------------------------------ Object SupW_AmericaJetB52 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVBomber ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = RUBBLE Model = AVBomber_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End OkToChangeModelColor = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = AVBomber_A2U Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_OPENING Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_CLOSING Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_OPENING REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_CLOSING REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES End End ; ***DESIGN parameters *** DisplayName = OBJECT:B52 EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = B52AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_04 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_05 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_06 SpecialPowerTemplate = SuperweaponCarpetBomb OCL = SUPERWEAPON_CarpetBomb CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain ModuleTag_09 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = TransitionDamageFX ModuleTag_11 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_12 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 60.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaJetAurora ; *** ART Parameters *** SelectPortrait = SAFulArAurora_L ButtonImage = SAFulArAurora UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaCountermeasures ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVAuroraSW HideSubObject = BurnerFX03 BurnerFX04 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburner ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = AVAuroraSW_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = AVAuroraSW_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = AVAuroraSW_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; afterburner ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = AVAurora_D1 HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = AVAurora_D1 ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:SupW_Aurora EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 ShroudClearingRange = 600 Prerequisites Object = SupW_AmericaAirfield Object = SupW_AmericaStrategyCenter End BuildCost = 2000 BuildTime = 30.0 ;in seconds WeaponSet Conditions = None Weapon = PRIMARY SupW_AuroraFuelBombWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End ExperienceValue = 200 200 400 400 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaJetAuroraCommandSet ; *** AUDIO Parameters *** VoiceSelect = AuroraBomberVoiceSelect VoiceMove = AuroraBomberVoiceMove VoiceGuard = AuroraBomberVoiceMove VoiceAttack = AuroraBomberVoiceAttack SoundAmbient = AuroraBomberAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = AuroraBomberVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = AuroraBomberVoiceLowFuel VoiceGarrison = AuroraBomberVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 80.0 InitialHealth = 80.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_AuroraDeathInitial ;OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary ;OCLSecondary = None FXHitGround = FX_JetDeathHitGround ;OCLHitGround = None DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = EjectPilotDie ModuleTag_04 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = ExperienceScalarUpgrade ModuleTag_06 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetAIUpdate ModuleTag_07 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode AttackLocomotorType = SET_SUPERSONIC AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer ReturnForAmmoLocomotorType = SET_SLUGGISH ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL AuroraJetLocomotor Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 2 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_22 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaJetStealthFighter ; *** ART Parameters *** SelectPortrait = SAStealth_L ButtonImage = SAStealth UpgradeCameo1 = Upgrade_AmericaLaserMissiles UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures UpgradeCameo4 = Upgrade_AmericaBunkerBusters ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVStealth HideSubObject = BurnerFX03 BurnerFX04 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburners ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = AVStealth_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = AVStealth_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = AVStealth_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburners ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = RUBBLE Model = AVStealth_D1 HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = AVStealth_D1 ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:StealthFighter EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 ShroudClearingRange = 300.0 Prerequisites Object = SupW_AmericaAirfield Science = SCIENCE_StealthFighter End WeaponSet Conditions = None Weapon = PRIMARY StealthJetMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End BuildCost = 1600 BuildTime = 25.0 ;in seconds ExperienceValue = 100 100 200 300 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaJetStealthFighterCommandSet ; *** AUDIO Parameters *** VoiceSelect = StealthFighterVoiceSelect VoiceMove = StealthFighterVoiceMove VoiceAttack = StealthFighterVoiceAttack VoiceAttackAir = StealthFighterVoiceAttackAir VoiceGuard = StealthFighterVoiceAirPatrol SoundAmbient = StealthFighterAmbientLoop SoundAmbientRubble = NoSound SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = StealthFighterVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = AuroraBomberVoiceLowFuel VoiceGarrison = StealthFighterVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = LOCAL_UNIT_ONLY KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_StealthFighterDeathInitial ;OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary ;OCLSecondary = None FXHitGround = FX_JetDeathHitGround ;OCLHitGround = None DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_StealthDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = EjectPilotDie ModuleTag_04 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Behavior = ExperienceScalarUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 1500 ; msec StealthForbiddenConditions = FIRING_PRIMARY ; not currently used... but maybe someday? (srj) ;RevealDistanceFromTarget = 0.0f FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 2 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Locomotor = SET_NORMAL StealthJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_22 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaVehicleComanche ; *** ART Parameters *** SelectPortrait = SACCommanche_L ButtonImage = SACCommanche UpgradeCameo1 = Upgrade_ComancheRocketPods UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVComanche HideSubObject = MissileUpgrade Animation = AVComanche.AVComanche AnimationMode = LOOP WeaponMuzzleFlash = PRIMARY TurretFX WeaponFireFXBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End ConditionState = REALLYDAMAGED Model = AVComanche_d Animation = AVComanche_d.AVComanche_d AnimationMode = LOOP End ConditionState = WEAPONSET_PLAYER_UPGRADE ShowSubObject = MissileUpgrade Animation = AVComanche.AVComanche AnimationMode = LOOP WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = AVComanche_d ShowSubObject = MissileUpgrade Animation = AVComanche_d.AVComanche_d AnimationMode = LOOP WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = RUBBLE Model = AVComanche_d Animation = AVComanche_d.AVComanche_d AnimationMode = LOOP End ConditionState = RUBBLE SPECIAL_DAMAGED Model = AVComanche_d HideSubObject = AVComanche_Prop End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Comanche EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 600 Prerequisites Object = SupW_AmericaAirfield End WeaponSet Conditions = None ; ----- Weapon = PRIMARY Comanche20mmCannonWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY ComancheAntiTankMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY NONE End WeaponSet Conditions = PLAYER_UPGRADE ; ----- Weapon = PRIMARY Comanche20mmCannonWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY ComancheAntiTankMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY ComancheRocketPodWeapon AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresComancheArmor DamageFX = None End BuildCost = 1800 BuildTime = 20 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CommandSet = SupW_AmericaVehicleComancheCommandSet ; *** AUDIO Parameters *** VoiceSelect = ComancheVoiceSelect VoiceMove = ComancheVoiceMove VoiceGuard = ComancheVoiceMove VoiceAttack = ComancheVoiceAttack SoundAmbient = ComancheAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ComancheVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceGarrison = ComancheVoiceMove TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceFireRocketPods = ComancheVoiceAttackRocket End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD Behavior = WeaponSetUpgrade ModuleTag_02 TriggeredBy = Upgrade_ComancheRocketPods End Behavior = ExperienceScalarUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Body = ActiveBody ModuleTag_04 MaxHealth = 220.0 InitialHealth = 220.0 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_ComancheStartDeath End Behavior = JetAIUpdate ModuleTag_06 MinHeight = 5 NeedsRunway = No KeepsParkingSpaceWhenAirborne = No AutoAcquireEnemiesWhenIdle = Yes ; note that comanches do not return to base when idle ; this is a bit of a trick... normally, units cannot move-and-fire at ; the same time. we need the comanche to be able to. so we give it ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret TurretTurnRate = 0 ; this "turret" does not turn TurretPitchRate = 0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End End Locomotor = SET_NORMAL ComancheLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_08 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 ; in degrees per second MaxSelfSpin = 300 ; in degrees per second SelfSpinUpdateDelay = 100 ; in milliseconds SelfSpinUpdateAmount = 10 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1500 ; in milliseconds MaxBladeFlyOffDelay = 1500 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades BladeBoneName = Propeller01 ; Most things that eject pilots do so immediately upon death, ; via use of EjectPilotDie, but Helicopters are a special case... ; they need to do so after their blades are ejected. OCLEjectPilot = OCL_EjectPilotViaParachute FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 1500 FinalRubbleObject = ComancheRubbleHull End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 2 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 4000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 3.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaJetA10Thunderbolt ; *** ART Parameters *** SelectPortrait = SAWarthog_L ButtonImage = SAWarthog Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = WeaponA01 ExtraPublicBone = WeaponA02 ExtraPublicBone = WeaponA03 ExtraPublicBone = WeaponA04 ExtraPublicBone = WeaponA05 ExtraPublicBone = WeaponA06 DefaultConditionState Model = AVWarthog WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin End ConditionState = REALLYDAMAGED Model = AVWarthog_D WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = RUBBLE ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:A10Thunderbolt EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300 Prerequisites Object = SupW_AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY A10ThunderboltVulcan End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience ; *** AUDIO Parameters *** SoundAmbient = A10ThunderboltAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject StartDive = A10ThunderboltDive End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_02 MaxHealth = 600.0 InitialHealth = 600.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = JetSlowDeathBehavior ModuleTag_03 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = None FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_A10DeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_A10DeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End ;SCRIPTED SUPPORT: These special power is triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_06 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike ;@@KRIS@@ UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = DeliverPayloadAIUpdate ModuleTag_07 End Locomotor = SET_NORMAL A10ThunderboltLocomotor Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 3 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 ;;;;;;;; End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaVehicleChinook ; *** ART Parameters *** SelectPortrait = SAChinook_L ButtonImage = SAChinook ;UpgradeCameo1 = Upgrade_AmericaCountermeasures ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 ; Helicopter ExtraPublicBone = RopeStart ExtraPublicBone = RopeEnd DefaultConditionState Model = AVChinook Animation = AVChinook.AVChinook AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = AVChinook_d Animation = AVChinook_d.AVChinook_d AnimationMode = LOOP End ConditionState = RUBBLE Model = AVChinook_d Animation = AVChinook_d.AVChinook_d AnimationMode = LOOP End ConditionState = RUBBLE SPECIAL_DAMAGED Model = AVChinook_d HideSubObject = Props01 HideSubObject = Props02 End OkToChangeModelColor = Yes End Draw = W3DModelDraw ModuleTag_02 ; Cargo net ConditionState = NONE Model = None ; Nothing here TransitionKey = TRANS_Empty WaitForStateToFinishIfPossible = TRANS_Unloading End ConditionState = DYING Model = None ; Nothing here End AliasConditionState = RUBBLE AliasConditionState = CARRYING RUBBLE AliasConditionState = DOCKING RUBBLE AliasConditionState = DOCKING CARRYING RUBBLE ConditionState = CARRYING Model = AVChinook_A ;Carrying a full wobbly net of stuff Animation = AVChinook_A.AVChinook_A AnimationMode = LOOP TransitionKey = TRANS_Full WaitForStateToFinishIfPossible = TRANS_PickingUp End ConditionState = DOCKING Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST AnimationSpeedFactorRange = .75 .75 TransitionKey = TRANS_PickingUp WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. End ConditionState = DOCKING CARRYING Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE AnimationSpeedFactorRange = 2.75 2.75 TransitionKey = TRANS_Unloading WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. End End ; ***DESIGN parameters *** DisplayName = OBJECT:Chinook EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 600 BuildCost = 1200 BuildTime = 10.0 ;in seconds Prerequisites Object = SupW_AmericaSupplyCenter End ExperienceValue = 50 50 50 50 ;Experience point value at each level IsTrainable = No CommandSet = SupW_AmericaVehicleChinookCommandSet ArmorSet Conditions = None Armor = ChinookArmor DamageFX = None End ; *** AUDIO Parameters *** VoiceSelect = ChinookVoiceSelect VoiceMove = ChinookVoiceMove VoiceAttack = ChinookVoiceAttack SoundAmbient = ChinookAmbientLoop SoundAmbientRubble = NoSound SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = ChinookVoiceCreate VoiceSupply = ChinookVoiceSupply VoiceUnload = ChinookVoiceUnload VoiceCombatDrop = ChinookVoiceCombatDrop VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! VoiceGarrison = ChinookVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at ; (well, "near" actually) an Airfield to get healed... ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD Body = ActiveBody ModuleTag_03 MaxHealth = 300.0 InitialHealth = 300.0 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ChinookAIUpdate ModuleTag_07 MaxBoxes = 8 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely ; and we'll wait for each guy to clear before spawning another. PerRopeDelayMin = 900 PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 RopeWobbleLen = 10 RopeWobbleAmplitude = 0.25 RopeWobbleRate = 180 RopeFinalHeight = 10 ; stop this far above ground RappelSpeed = 30 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = TransportContain ModuleTag_08 Slots = 8 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 NumberOfExitPaths = 1 End Behavior = PhysicsBehavior ModuleTag_09 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 ; in degrees per second MaxSelfSpin = 300 ; in degrees per second SelfSpinUpdateDelay = 100 ; in milliseconds SelfSpinUpdateAmount = 10 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1500 ; in milliseconds MaxBladeFlyOffDelay = 1500 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades BladeBoneName = Propeller01 FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 30 FinalRubbleObject = ChinookRubbleHull End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaJetCargoPlane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVCargoPln Animation = AVCargoPln.AVCargoPln AnimationMode = LOOP ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = AVCargoPln_D Animation = AVCargoPln_D.AVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVCargoPln_D Animation = AVCargoPln_D.AVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke05 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke05 JetSmokeLarge End ConditionState = RUBBLE Model = AVCargoPln_D1 Animation = AVCargoPln_D.AVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke06 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke05 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke06 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke05 JetSmokeLarge End OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = AVCargoPln_A2 Animation = AVCargoPln_A2.AVCargoPln_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = AVCargoPln_A2 Animation = AVCargoPln_A2.AVCargoPln_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = AVCargoPln_A2 Animation = AVCargoPln_A2.AVCargoPln_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoPlane EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = C130AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_05 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_06 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = SuperweaponCarpetBomb OCL = SUPERWEAPON_CarpetBomb CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_08 SpecialPowerTemplate = SuperweaponCrateDrop OCL = SUPERWEAPON_CrateDrop CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 1000 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain ModuleTag_10 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ;gs I added parachutable as a catch all to prevent making new kindofs (like CRATE) DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 ;;;;;;;; End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_13 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = TransitionDamageFX ModuleTag_17 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaInfantryColonelBurton ; *** ART Parameters *** SelectPortrait = SABurton_L ButtonImage = SABurton UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaChemicalSuits Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; idle DefaultConditionState Model = AIHERO_SKN IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponMuzzleFlash = SECONDARY NONE HideSubObject = MUZZLEFX01 End ; injured idle ConditionState = REALLYDAMAGED IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = AIHERO_SKL.AIHERO_ISTAHIT AnimationMode = ONCE End ; moving ConditionState = MOVING Animation = AIHERO_SKL.AIHERO_RNA 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails HideSubObject = MUZZLEFX01 End AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING FIRING_B AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B AliasConditionState = MOVING RELOADING_B ; injured moving ConditionState = MOVING REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IRNA 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured ParticleSysBone = None InfantryDustTrails HideSubObject = MUZZLEFX01 End AliasConditionState = MOVING FIRING_A REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = MOVING RELOADING_A REALLYDAMAGED AliasConditionState = MOVING FIRING_B REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED AliasConditionState = MOVING RELOADING_B REALLYDAMAGED ; Firing animation ConditionState = FIRING_A Animation = AIHERO_SKL.AIHERO_ATA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 TransitionKey = TRANS_FiringA End ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIHERO_SKL.AIHERO_ATA AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = RELOADING_A ; Injured Firing animation ConditionState = FIRING_A REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 TransitionKey = TRANS_FiringAInjured End ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATA AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringAInjured End AliasConditionState = RELOADING_A REALLYDAMAGED TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = AIHERO_SKL.AIHERO_IATAHIT AnimationMode = ONCE End ; Placing charge animation ConditionState = UNPACKING Animation = AIHERO_SKL.AIHERO_ATB1 AnimationMode = ONCE End AliasConditionState = MOVING UNPACKING ; Injured Placing charge animation ConditionState = UNPACKING REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATB1 AnimationMode = ONCE End AliasConditionState = MOVING UNPACKING REALLYDAMAGED ; Stab animations ConditionState = PREATTACK_B Animation = AIHERO_SKL.AIHERO_ATC AnimationMode = ONCE TransitionKey = TRANS_Stabbing HideSubObject = MUZZLEFX01 End AliasConditionState = PREATTACK_B MOVING AliasConditionState = PREATTACK_B FIRING_B AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B ConditionState = FIRING_B Animation = AIHERO_SKL.AIHERO_ATC AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = TRANS_Stabbing HideSubObject = MUZZLEFX01 End AliasConditionState = BETWEEN_FIRING_SHOTS_B AliasConditionState = RELOADING_B TransitionState = TRANS_Stabbing TRANS_Stand Animation = AIHERO_SKL.AIHERO_ATC2 AnimationMode = ONCE End ; Injured Stab animations ConditionState = PREATTACK_B REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATC1 AnimationMode = ONCE TransitionKey = TRANS_StabbingInjured HideSubObject = MUZZLEFX01 End AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED ConditionState = FIRING_B REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_IATC2 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = TRANS_StabbingInjured HideSubObject = MUZZLEFX01 End AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED AliasConditionState = RELOADING_B REALLYDAMAGED TransitionState = TRANS_StabbingInjured TRANS_StandInjured Animation = AIHERO_SKL.AIHERO_IATC2 AnimationMode = ONCE End ; cheering ConditionState = SPECIAL_CHEERING Animation = AIHERO_SKL.AIHERO_CHA AnimationMode = ONCE End ; injured cheering ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = AIHERO_SKL.AIHERO_ICHA AnimationMode = ONCE End ; climbing ConditionState = CLIMBING Animation = AIHERO_SKL.AIHERO_CLMID AnimationMode = LOOP TransitionKey = TRANS_Climbing End AliasConditionState = RAPPELLING AliasConditionState = CLIMBING REALLYDAMAGED AliasConditionState = RAPPELLING REALLYDAMAGED ConditionState = CLIMBING MOVING Animation = AIHERO_SKL.AIHERO_CLMUP AnimationMode = LOOP TransitionKey = TRANS_Climbing End AliasConditionState = CLIMBING MOVING REALLYDAMAGED ConditionState = RAPPELLING MOVING Animation = AIHERO_SKL.AIHERO_CLMUP AnimationMode = LOOP_BACKWARDS TransitionKey = TRANS_Climbing End AliasConditionState = RAPPELLING MOVING REALLYDAMAGED ; these transitions don't really work well with our code. leave 'em out. ; TransitionState = TRANS_Climbing TRANS_Stand ; Animation = AIHERO_SKL.AIHERO_CLMST ; AnimationMode = ONCE ; End ; ; TransitionState = TRANS_Stand TRANS_Climbing ; Animation = AIHERO_SKL.AIHERO_CLMST ; AnimationMode = ONCE_BACKWARDS ; End ; dying anims ConditionState = DYING Animation = AIHERO_SKL.AIHERO_DTA Animation = AIHERO_SKL.AIHERO_DTB Animation = AIHero_SKL.AIHero_IDTA Animation = AIHero_SKL.AIHero_IDTB AnimationMode = ONCE TransitionKey = TRANS_Dying End AliasConditionState = RAPPELLING DYING AliasConditionState = CLIMBING DYING TransitionState = TRANS_Dying TRANS_Flailing Animation = AIHERO_SKL.AIHERO_ADTG21 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIHERO_SKL.AIHERO_ADTG22 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIHERO_SKL.AIHERO_ADTG23 AnimationMode = ONCE TransitionKey = None End ; misc anims ConditionState = FREEFALL Animation = AIHERO_SKL.AIHERO_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIHERO_SKL.AIHERO_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIHERO_SKL.AIHERO_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = AIHERO_SKL.AIHERO_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = AIHERO_SKL.AIHERO_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:ColonelBurton Side = AmericaSuperWeaponGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ColonelBurtonSniperRifleWeapon Weapon = SECONDARY ColonelBurtonKnifeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 500 Prerequisites Object = SupW_AmericaBarracks Object = SupW_AmericaStrategyCenter End BuildCost = 1200 BuildTime = 20.0 ;in seconds ExperienceValue = 50 100 100 150 ; Experience point value at each level ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaInfantryColonelBurtonCommandSet MaxSimultaneousOfType = 1 ; *** AUDIO Parameters *** VoiceSelect = ColonelBurtonVoiceSelect VoiceMove = ColonelBurtonVoiceMove VoiceAttack = ColonelBurtonVoiceAttack VoiceFear = ColonelBurtonVoiceFear VoiceGuard = ColonelBurtonVoiceMove SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceMelee = ColonelBurtonVoiceAttackKnife VoiceCreate = ColonelBurtonVoiceCreate VoiceGarrison = ColonelBurtonVoiceGarrison VoiceEnter = ColonelBurtonVoiceMove VoiceEnterHostile = ColonelBurtonVoiceMove VoiceGetHealed = ColonelBurtonVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. End Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor ColonelBurtonCliffLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes EnemyDetectionEvaEvent = EnemyColonelBurtonDetected OwnDetectionEvaEvent = OwnColonelBurtonDetected End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges UpdateModuleStartsAttack = Yes InitiateSound = ColonelBurtonVoicePlantRemoteCharge End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = RemoteC4Charge MaxSpecialObjects = 8 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge PackTime = 0 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 5000 ; in milliseconds End Behavior = SpecialAbility ModuleTag_10 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges UpdateModuleStartsAttack = Yes InitiateSound = ColonelBurtonVoicePlantTimedCharge End Behavior = SpecialAbilityUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = TimedC4Charge MaxSpecialObjects = 10 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 5000 ; in milliseconds End Behavior = ExperienceScalarUpgrade ModuleTag_12 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End ;Hero units can't be squished! ;Behavior = SquishCollide ModuleTag_13 ; ;nothing ;End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_18 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14 ShadowSizeY = 14 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object SupW_AmericaInfantryRanger ; *** ART Parameters *** SelectPortrait = SARanger_L ButtonImage = SARanger UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_InfantryCaptureBuilding UpgradeCameo4 = Upgrade_AmericaChemicalSuits ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; --- Idle DefaultConditionState Model = AIRngr_SKN IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponLaunchBone = SECONDARY Muzzle TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_SA2SB AnimationMode = ONCE End ; --- attacking (Machine Gun) ConditionState = USING_WEAPON_A Animation = AIRngr_SKL.AIRngr_ATA AnimationMode = LOOP TransitionKey = TRANS_FiringA End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringAInjured End TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_A2WAA AnimationMode = ONCE End TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_Stand TRANS_Move Animation = AIRngr_SKL.AIRngr_STA2RNA AnimationMode = ONCE End ; --- attacking (Grenade Launcher) ConditionState = PREATTACK_B Animation = AIRngr_SKL.AIRngr_ATBA AnimationMode = ONCE TransitionKey = TRANS_FiringB End AliasConditionState = PREATTACK_B MOVING AliasConditionState = PREATTACK_B FIRING_B AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B ConditionState = FIRING_B Animation = AIRngr_SKL.AIRngr_ATBB AnimationMode = ONCE TransitionKey = TRANS_FiringB End ConditionState = BETWEEN_FIRING_SHOTS_B Animation = AIRngr_SKL.AIRngr_ATBB AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = TRANS_FiringB WaitForStateToFinishIfPossible = TRANS_FiringB End AliasConditionState = RELOADING_B TransitionState = TRANS_Stand TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATBST1 AnimationMode = ONCE End TransitionState = TRANS_FiringB TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATBST2 AnimationMode = ONCE End ConditionState = PREATTACK_B REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_ATB2A AnimationMode = ONCE TransitionKey = TRANS_FiringBInjured End AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED ConditionState = FIRING_B REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_ATB2B AnimationMode = ONCE TransitionKey = TRANS_FiringBInjured End ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_ATB2B AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = TRANS_FiringBInjured WaitForStateToFinishIfPossible = TRANS_FiringBInjured End AliasConditionState = RELOADING_B REALLYDAMAGED TransitionState = TRANS_StandInjured TRANS_FiringBInjured Animation = AIRngr_SKL.AIRngr_ATB2ST1 AnimationMode = ONCE End TransitionState = TRANS_FiringBInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_ATB2ST2 AnimationMode = ONCE End ; -- cross-attack transitions TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 4 4 End ; --- moving ConditionState = MOVING Animation = AIRngr_SKL.AIRngr_RNA 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_RNB 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move End AliasConditionState = MOVING REALLYDAMAGED ATTACKING ; --- dying anims ConditionState = DYING Animation = AIRngr_SKL.AIRngr_DTA Animation = AIRngr_SKL.AIRngr_DTB AnimationMode = ONCE TransitionKey = None End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIRngr_SKL.AIRngr_ADTF1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIRngr_SKL.AIRngr_ADTF2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIRngr_SKL.AIRngr_ADTF3 AnimationMode = ONCE TransitionKey = None End AliasConditionState = DYING SPLATTED ; --- cheering ConditionState = SPECIAL_CHEERING Animation = AIRngr_SKL.AIRngr_CHA AnimationMode = LOOP End ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = AIRngr_SKL.AIRngr_CHB AnimationMode = LOOP End ; ----- PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = AIRngr_SKL.AIRngr_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIRngr_SKL.AIRngr_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIRngr_SKL.AIRngr_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = AIRngr_SKL.AIRngr_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_PTD AnimationMode = ONCE End ; ------- Bldg-capture ConditionState = UNPACKING Model = AIRngr_F_SKN Animation = AIRngr_F_SKL.AIRngr_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = AIRngr_F_SKN Animation = AIRngr_F_SKL.AIRngr_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = AIRngr_F_SKN Animation = AIRngr_F_SKL.AIRngr_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = AIRngr_F_SKN Animation = AIRngr_F_SKL.AIRngr_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ; --- RAPPELLING ANIMATIONS ConditionState = RAPPELLING Animation = AIRngr_SKL.AIRngr_RPL1 ;30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Rappelling End AliasConditionState = MOVING RAPPELLING TransitionState = TRANS_Rappelling TRANS_Stand Animation = AIRngr_SKL.AIRngr_RPL2 AnimationMode = ONCE End TransitionState = TRANS_Rappelling TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_RPL2 AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Ranger Side = AmericaSuperWeaponGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY RangerAdvancedCombatRifle End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY RangerAdvancedCombatRifle Weapon = SECONDARY RangerFlashBangGrenadeWeapon AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = None End VisionRange = 100 ShroudClearingRange = 400 Prerequisites Object = SupW_AmericaBarracks End BuildCost = 225 BuildTime = 5.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaInfantryRangerCommandSet ; *** AUDIO Parameters *** VoiceSelect = RangerVoiceSelect VoiceMove = RangerVoiceMove VoiceGuard = RangerVoiceMove VoiceAttack = RangerVoiceAttack VoiceFear = RangerVoiceFear VoiceTaskComplete = RangerVoiceCaptureComplete UnitSpecificSounds VoiceEnter = RangerVoiceMove VoiceEnterHostile = RangerVoiceMove VoiceGarrison = RangerVoiceGarrison VoiceCreate = RangerVoiceCreate VoiceSubdue = RangerVoiceSubdue VoiceClearBuilding = RangerVoiceClearBuilding VoiceGetHealed = RangerVoiceMove VoicePrimaryWeaponMode = RangerVoiceModeGun VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang End UnitSpecificFX ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs CombatDropKillFX = FX_RangerCombatDropKill End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE Behavior = CommandButtonHuntUpdate ModuleTag_02 End Body = ActiveBody ModuleTag_03 MaxHealth = 180.0 InitialHealth = 180.0 End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = AIUpdateInterface ModuleTag_06 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 5.0 End Behavior = ProductionUpdate ModuleTag_08 ; nothing End Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit. End Behavior = WeaponSetUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = SquishCollide ModuleTag_12 ;nothing End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = PoisonedBehavior ModuleTag_17 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes ; Unpaused by upgrade module InitiateSound = RangerVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_19 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 15 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Behavior = LockWeaponCreate ModuleTag_21 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 13.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object SupW_AmericaInfantryMissileDefender ; *** ART Parameters *** SelectPortrait = SAMissleDefender_L ButtonImage = SAMissleDefender UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaChemicalSuits ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;***NOTE*** ;A little history -- the MissileDefender now uses the assets of the TankHunter. ;The TH uses assets of the GLA tunnel defender, and the TD uses assets of the NEW ;MD. It was a design/art/code decision because the new missile defender animations ;don't suit that of a mobile/offensive unit with packing and unpacking. DefaultConditionState Model = NITHNT_SKN IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 IdleAnimation = NITHNT_SKL.NITHNT_IDA IdleAnimation = NITHNT_SKL.NITHNT_IDB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 TransitionKey = TRANS_Stand WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End AliasConditionState = REALLYDAMAGED ConditionState = FIRING_A Animation = NITHNT_SKL.NITHNT_ATA AnimationMode = ONCE TransitionKey = TRANS_START_FIRING End AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = BETWEEN_FIRING_SHOTS_A Animation = NITHNT_SKL.NITHNT_STA AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_START_FIRING End AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = MOVING Animation = NITHNT_SKL.NITHNT_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING REALLYDAMAGED ConditionState = RELOADING_A Animation = NITHNT_SKL.NITHNT_ATA 10 AnimationMode = ONCE ;WeaponLaunchBone = PRIMARY WeaponA End AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING RELOADING_A REALLYDAMAGED ConditionState = DYING Animation = NITHNT_SKL.NITHNT_DTA Animation = NITHNT_SKL.NITHNT_DTB AnimationSpeedFactorRange = 0.9 1.25 AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NITHNT_SKL.NITHNT_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NITHNT_SKL.NITHNT_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NITHNT_SKL.NITHNT_ADTA3 AnimationMode = ONCE TransitionKey = None End ;PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = NITHNT_SKL.NITHNT_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NITHNT_SKL.NITHNT_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = NITHNT_SKL.NITHNT_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NITHNT_SKL.NITHNT_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:MissileTeam Side = AmericaSuperWeaponGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY MissileDefenderMissileWeapon Weapon = SECONDARY MissileDefenderLaserGuidedMissileWeapon ;Controlled by special ability AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 400 Prerequisites Object = SupW_AmericaBarracks End BuildCost = 300 BuildTime = 5.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaInfantryMissileDefenderCommandSet ; *** AUDIO Parameters *** VoiceSelect = MissileDefenderVoiceSelect VoiceMove = MissileDefenderVoiceMove VoiceGuard = MissileDefenderVoiceMove VoiceAttack = MissileDefenderVoiceAttack VoiceAttackAir = MissileDefenderVoiceAttack VoiceFear = MissileDefenderVoiceFear UnitSpecificSounds VoiceGarrison = MissileDefenderVoiceGarrison VoiceCreate = MissileDefenderVoiceCreate VoiceEnter = MissileDefenderVoiceMove VoiceGetHealed = MissileDefenderVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = ExperienceScalarUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes End Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles UpdateModuleStartsAttack = Yes InitiateSound = MissileDefenderVoiceAttackLaser End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles StartAbilityRange = 200.0 AbilityAbortRange = 250.0 ;If the target moves outside this range, abort. PreparationTime = 1000 PersistentPrepTime = 500 SpecialObject = LaserBeam SpecialObjectAttachToBone = Muzzle01 End ;Added by JMC on 7/12/03 so that the skirmish AI can tell the missile defenders to hunt using ;the laser guided missiles. Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit. End Behavior = SquishCollide ModuleTag_10 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_13 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ ; @todo -- this entire unit is "first pass only" and needs lots of specialization Object SupW_AmericaInfantryPilot ; *** ART Parameters *** SelectPortrait = SAPilot_L ButtonImage = SAPilot UpgradeCameo1 = Upgrade_AmericaChemicalSuits UpgradeCameo2 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AIRPlt_SKN IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA IdleAnimation = AIRPlt_SKL.AIRPlt_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = FREEFALL Animation = AIRPlt_SKL.AIRPLT_PFL AnimationMode = ONCE TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIRPlt_SKL.AIRPlt_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute WaitForStateToFinishIfPossible = TRANS_Falling End AliasConditionState = PARACHUTING DYING ConditionState = MOVING Animation = AIRPlt_SKL.AIRPlt_RNA AnimationMode = LOOP TransitionKey = TRANS_Stand ParticleSysBone = None InfantryDustTrails End ConditionState = DYING Animation = AIRPlt_SKL.AIRPlt_DTA Animation = AIRPlt_SKL.AIRPlt_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIRPlt_SKL.AIRPlt_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIRPlt_SKL.AIRPlt_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIRPlt_SKL.AIRPlt_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = AIRPLT_SKL.AIRPLT_CHA AnimationMode = LOOP End ;@TODO -- MISSING ANIMATION FILE ;TransitionState = TRANS_Falling TRANS_Chute ; Animation = AIRPLT_SKL.AIRPLT_POP ; AnimationMode = ONCE ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first ;End TransitionState = TRANS_Chute TRANS_Stand Animation = AIRPlt_SKL.AIRPlt_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Pilot Side = AmericaSuperWeaponGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ExperienceValue = 10 10 10 10 ;Experience point value at each level ExperienceRequired = 0 1 2 3 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CommandSet = AmericaInfantryPilotCommandSet ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = PilotVoiceSelect VoiceMove = PilotVoiceMove VoiceAttack = PilotVoiceMove VoiceGarrison = NoSound VoiceFear = PilotVoiceFear UnitSpecificSounds VoiceEnter = PilotVoiceEnter VoiceEnterHostile = PilotVoiceEnter VoiceGetHealed = PilotVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY NO_GARRISON SCORE IGNORES_SELECT_ALL Behavior = VeterancyGainCreate ModuleTag_02 ; omit the "ScienceRequired" so that this upgrade always occurs. ; Pilots should never (repeat, never) be less than VETERAN status. StartingLevel = VETERAN End Behavior = VeterancyCrateCollide ModuleTag_03 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with ForbiddenKindOf = DOZER ; but not to TRANSPORTs or DOZERs! EffectRange = 0 ; 0=="affect only the thing you collide with" AddsOwnerVeterancy = Yes ; we add our own veterancy to the target (rather than just +1 level) IsPilot = Yes ; set the pilot flag because it's different than the veterancy crate and has extra checking End Body = ActiveBody ModuleTag_04 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_05 AutoAcquireEnemiesWhenIdle = Yes End Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor Locomotor = SET_NORMAL_UPGRADED BasicHumanLocomotorPlus25 Behavior = PhysicsBehavior ModuleTag_08 Mass = 5.0 End Behavior = LocomotorSetUpgrade ModuleTag_10 TriggeredBy = Upgrade_Veterancy_HEROIC End Behavior = SquishCollide ModuleTag_11 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_14 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object SupW_AmericaInfantryPathfinder ; *** ART Parameters *** SelectPortrait = SAPathfinder1_L ButtonImage = SAPathfinder1 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaChemicalSuits ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AIPFDR_SKN IdleAnimation = AIPFDR_SKL.AIPFDR_STA IdleAnimation = AIPFDR_SKL.AIPFDR_IDA AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Standing End AliasConditionState = REALLYDAMAGED ConditionState = MOVING Animation = AIPFDR_SKL.AIPFDR_RNA 25 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING REALLYDAMAGED ConditionState = FIRING_A Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position AnimationMode = ONCE TransitionKey = TRANS_FiringA End AliasConditionState = FIRING_A MOVING AliasConditionState = FIRING_A MOVING REALLYDAMAGED AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position AnimationMode = ONCE WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = RELOADING_A AliasConditionState = RELOADING_A REALLYDAMAGED ConditionState = DYING Animation = AIPFDR_SKL.AIPFDR_DTA AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIPFDR_SKL.AIPFDR_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIPFDR_SKL.AIPFDR_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIPFDR_SKL.AIPFDR_ADTA3 AnimationMode = ONCE TransitionKey = None End ConditionState = FREEFALL Animation = AIPFDR_SKL.AIPFDR_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIPFDR_SKL.AIPFDR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ;our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIPFDR_SKL.AIPFDR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ;our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Standing Animation = AIPFDR_SKL.AIPFDR_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Pathfinder Side = AmericaSuperWeaponGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY USAPathfinderSniperRifle End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 200 ShroudClearingRange = 400 Prerequisites Object = SupW_AmericaBarracks Science = SCIENCE_Pathfinder End BuildCost = 600 BuildTime = 10.0 ;in seconds ExperienceValue = 40 40 60 80 ;Experience point value at each level ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaInfantryPathfinderCommandSet ; *** AUDIO Parameters *** VoiceSelect = PathfinderVoiceSelect VoiceMove = PathfinderVoiceMove VoiceGuard = PathfinderVoiceMove VoiceAttack = PathfinderVoiceAttack VoiceFear = PathfinderVoiceFear SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = PathfinderVoiceFear UnitSpecificSounds VoiceCreate = PathfinderVoiceCreate VoiceGarrison = PathfinderVoiceGarrison VoiceEnter = PathfinderVoiceMove VoiceEnterHostile = PathfinderVoiceMove VoiceGetHealed = PathfinderVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed MoodAttackCheckRate = 250 End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor Behavior = ExperienceScalarUpgrade ModuleTag_05 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = StealthDetectorUpdate ModuleTag_08 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 0 ; msec StealthForbiddenConditions = MOVING ; stays stealthy while attacking FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec MoveThresholdSpeed = 3 InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SquishCollide ModuleTag_10 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_13 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object SupW_AmericaVehicleHumvee ; *** ART Parameters *** SelectPortrait = SAHummer_L ButtonImage = SAHummer UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaTOWMissile Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVHUMMER Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = AVHUMMER_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER_d Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Humvee Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeaponAirDummy End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeapon Weapon = TERTIARY HumveeMissileWeaponAir PreferredAgainst = TERTIARY AIRCRAFT End ArmorSet Conditions = None Armor = HumveeArmor DamageFX = TruckDamageFX End BuildCost = 850 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 320 Prerequisites Object = SupW_AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaVehicleHumveeCommandSet ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = HumveeVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = HumveeVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = HumveeVoiceUnload VoiceEnter = HumveeVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL HumveeLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaTOWMissile End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; This is commented out per hotlist request 10/9 ML ; Behavior = CreateObjectDie ModuleTag_15 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = SupW_OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ; End Behavior = EjectPilotDie ModuleTag_16 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED ; The following added out per hotlist request 10/9 as above ML VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;---------------------------------------------------------- Object SupW_AmericaVehicleTomahawk ; *** ART Parameters *** SelectPortrait = SACTomahawk_L ButtonImage = SACTomahawk UpgradeCameo1 = Upgrade_AmericaScoutDrone UpgradeCameo2 = Upgrade_AmericaBattleDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo5 = XXX Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset DefaultConditionState Model = AVTomahawk Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA WeaponHideShowBone = PRIMARY MISSILE End ConditionState = REALLYDAMAGED Model = AVTomahawk_D End AliasConditionState = RUBBLE TrackMarks = EXTnkTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:Tomahawk Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1400 BuildTime = 20.0 ;in seconds VisionRange = 180 ShroudClearingRange = 200 Prerequisites Object = SupW_AmericaWarFactory Object = SupW_AmericaStrategyCenter End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience WeaponSet Conditions = None Weapon = PRIMARY TomahawkMissileWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaVehicleTomahawkCommandSet ; *** AUDIO Parameters *** VoiceSelect = TomahawkVoiceSelect VoiceMove = TomahawkVoiceMove VoiceGuard = TomahawkVoiceMove VoiceAttack = TomahawkVoiceAttack SoundMoveStart = TomahawkMoveStart SoundMoveStartDamaged = TomahawkMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = TomahawkVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = TomahawkVoiceCrush VoiceEnter = TomahawkVoiceMove VoiceBombard = TomahawkVoiceAttack End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 180.0 InitialHealth = 180.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 360 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 60 ; turn rate, in degrees per sec TurretPitchRate = 60 FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = No NotWhileAttacking End Locomotor = SET_NORMAL TomahawkLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_15 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = DestroyDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag SalvageData CrateData = SalvageCrateData End Behavior = CreateObjectDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End ; Behavior = FXListDie ; DeathTypes = ALL -CRUSHED -SPLATTED ; DeathFX = FX_GenericTankDeathEffect ; End ; Behavior = CreateObjectDie ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericTankDeathEffect ; End Behavior = EjectPilotDie ModuleTag_13 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_14 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ; Also known as the Ambulance Object SupW_AmericaVehicleMedic ; *** ART Parameters *** SelectPortrait = SAAmbulance_L ButtonImage = SAAmbulance UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = AVAmbulance Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA End ConditionState = REALLYDAMAGED Model = AVAmbulance_D Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA End ConditionState = RUBBLE Model = AVAmbulance_D End TrackMarks = EXTireTrack.tga OkToChangeModelColor = Yes Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Medic Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet ;*** Fully automated and driven by the CleanupHazardUpdate *** Conditions = None Weapon = PRIMARY AmbulanceCleanHazardWeapon AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = ToxinTruckArmor DamageFX = TruckDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 100 ShroudClearingRange = 400 Prerequisites Object = SupW_AmericaWarFactory End ExperienceValue = 50 50 50 50 ;Experience point value at each level IsTrainable = No CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaVehicleAmbulanceCommandSet ; *** AUDIO Parameters *** VoiceSelect = AmbulanceVoiceSelect VoiceMove = AmbulanceVoiceMove VoiceGuard = AmbulanceVoiceMove VoiceAttack = AmbulanceVoiceDetox SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AmbulanceVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceCrush = AmbulanceVoiceCrush VoiceEnter = AmbulanceVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = CleanupHazardUpdate ModuleTag_03 WeaponSlot = PRIMARY ScanRate = 1000 ScanRange = 100.0 ;If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move! End ;Can be ordered to clean up a larger area with the ability to move around at an extended range. Behavior = CleanupAreaPower ModuleTag_04 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up InitiateSound = AmbulanceVoiceDetox End Behavior = TransportAIUpdate ModuleTag_05 AutoAcquireEnemiesWhenIdle = No ;CleanupHazardUpdate handles this... Turret TurretTurnRate = 180 TurretPitchRate = 180 AllowsPitch = Yes MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) TurretFireAngleSweep = PRIMARY 25 ControlledWeaponSlots = PRIMARY End End Locomotor = SET_NORMAL HumveeLocomotor Behavior = TransportContain ModuleTag_06 Slots = 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = PhysicsBehavior ModuleTag_07 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 0 FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_FinalAmbulanceDebris End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_10 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_11 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = FXListDie ModuleTag_15 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GenericTankDeathEffect End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = ExperienceScalarUpgrade ModuleTag_17 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_18 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AutoHealBehavior ModuleTag_22 HealingAmount = 4 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = INFANTRY End Behavior = AutoHealBehavior ModuleTag_23 HealingAmount = 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 ; height set to allow clear clipping of projectile streams GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupW_AmericaVehicleBattleDrone ; *** ART Parameters *** SelectPortrait = SABattleDrone_L ButtonImage = SABattleDrone UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE ;MAIN CHASSIS Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBATTLEDR Animation = AVBATTLEDR.AVBATTLEDR AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 WeaponMuzzleFlash = PRIMARY TurretFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = REALLYDAMAGED Model = AVBATTLEDR_D Animation = AVBATTLEDR_D.AVBATTLEDR_D AnimationMode = LOOP End End ;EXTENDING ARM (FOR REPAIRING) Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes DefaultConditionState Model = AVBATTLEDR_A End ;Unloading the arm (before starting to repair) ConditionState = UNPACKING Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 AnimationMode = ONCE End ;Loading the arm (after reparing complete) ConditionState = PACKING Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) ConditionState = FIRING_B Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 AnimationMode = ONCE End ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) ConditionState = FIRING_C Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:BattleDrone Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY BattleDroneMachineGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 200 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 150 Prerequisites Object = SupW_AmericaWarFactory End ExperienceValue = 10 10 10 10 ;Experience point value at each level IsTrainable = No ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_04 Turret TurretTurnRate = 360 // turn rate, in degrees per sec TurretPitchRate = 360 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = Yes ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BattleDroneLocomotor Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = MaxHealthUpgrade ModuleTag_06 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 25.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = SlavedUpdate ModuleTag_07 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaBattleDroneExplode End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = FXListDie ModuleTag_11 DeathTypes = ALL DeathFX = FX_AmericaBattleDroneExplode End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5 GeometryMinorRadius = 5 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaVehicleScoutDrone ; *** ART Parameters *** SelectPortrait = SAScout_L ButtonImage = SAScout UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVScoutDr Animation = AVScoutDr.AVScoutDr AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = AVScoutDr_d Animation = AVScoutDr_d.AVScoutDr_d AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScoutDrone Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 100 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 500 IsTrainable = No ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE DRONE NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL DroneLocomotor Behavior = StealthDetectorUpdate ModuleTag_04 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = SlavedUpdate ModuleTag_06 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. DistToTargetToGrantRangeBonus = 20 ;How close I have to be to the master's target in order to grant master a range bonus. StayOnSameLayerAsMaster = Yes End Behavior = MaxHealthUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 25.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_AmericaScoutDroneExplode End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaVehicleHellfireDrone ; *** ART Parameters *** SelectPortrait = SAHellfire_L ButtonImage = SAHellfire UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVScoutDr WeaponLaunchBone = PRIMARY WeaponA End ConditionState = REALLYDAMAGED Model = AVScoutDr_d End End ; ***DESIGN parameters *** DisplayName = OBJECT:HellfireDrone Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 500 BuildTime = 5.0 ;in seconds VisionRange = 100 ShroudClearingRange = 500 IsTrainable = No ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound WeaponSet Conditions = NONE Weapon = PRIMARY HellfireMissileWeapon End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 360 // turn rate, in degrees per sec TurretPitchRate = 360 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL HellfireDroneLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = SlavedUpdate ModuleTag_06 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. StayOnSameLayerAsMaster = Yes End Behavior = MaxHealthUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 25.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_AmericaScoutDroneExplode End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaHellfireDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaVehicleSpyDrone ; *** ART Parameters *** SelectPortrait = SAScout_L ButtonImage = SAScout UpgradeCameo1 = Upgrade_AmericaDroneArmor Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVSpyDrone Animation = AVSpyDrone.AVSpyDrone AnimationMode = LOOP End ; Damage state waiting for pristine's approval (or may just not need one) ; ConditionState = REALLYDAMAGED ; Model = AVSpyDrone_d ; Animation = AVSpyDrone_d.AVSpyDrone_d ; AnimationMode = LOOP ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:SpyDrone Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = SmallTankDamageFX End VisionRange = 250 ShroudClearingRange = 0; Dynamic range below IsTrainable = No ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE SELECTABLE INERT NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL SpyDroneLocomtor Behavior = DynamicShroudClearingRangeUpdate ModuleTag_04 FinalVision = 250.0 ChangeInterval = 50 ShrinkDelay = 2000 ShrinkTime = 1000 GrowDelay = 0 GrowTime = 1000 GrowInterval = 10 ; Faster than most GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 //dim blue, additive End End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = PhysicsBehavior ModuleTag_06 Mass = 50.0 End Behavior = DestroyDie ModuleTag_07 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = MaxHealthUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 50.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaTankCrusader ; *** ART Parameters *** SelectPortrait = SACLeopard_L ButtonImage = SACLeopard UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DTankDraw ModuleTag_01 DefaultConditionState Model = AVLeopard Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End ConditionState = REALLYDAMAGED Model = AVLeopard_D End ConditionState = RUBBLE Model = AVLeopard_D End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Crusader Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY CrusaderTankGun ; Uncomment this when we want the crusader to have a machine too again ;Weapon = SECONDARY CrusaderMachineGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End BuildCost = 1100 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = SupW_AmericaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaTankCrusaderCommandSet ; *** AUDIO Parameters *** VoiceSelect = CrusaderTankVoiceSelect VoiceMove = CrusaderTankVoiceMove VoiceGuard = CrusaderTankVoiceMove VoiceAttack = CrusaderTankVoiceAttack SoundMoveStart = CrusaderTankMoveStart SoundMoveStartDamaged = CrusaderTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = CrusaderTankVoiceCreate VoiceEnter = CrusaderTankVoiceMove TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = CrusaderTankVoiceCrush End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 480 InitialHealth = 480 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 960 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots= PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = ObjectCreationUpgrade ModuleTag_05 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_20 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_07 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = MaxHealthUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_CrusaderTurret End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;USA Construction Dozer or USDozer Object SupW_AmericaVehicleDozer ; *** ART Parameters *** SelectPortrait = SACDozer_L ButtonImage = SACDozer ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVCONSTDOZ_A ParticleSysBone = EXHAUSTFX01 DozerSmokeLight WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = PREATTACK_A Animation = AVCONSTDOZ_A.AVCONSTDOZ_A AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt TransitionKey = TRANS_DIGGING End ConditionState = MOVING ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy TransitionKey = TRANS_DIGGING_DAMAGED End ConditionState = MOVING REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End TrackMarks = EXTireTrack2.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Dozer Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds VisionRange = 200 ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End ArmorSet Conditions = None Armor = DozerArmor ;Special Explosion-Proof Armor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaDozerCommandSet ; *** AUDIO Parameters *** VoiceSelect = DozerUSAVoiceSelect VoiceMove = DozerUSAVoiceMove VoiceGuard = DozerUSAVoiceMove VoiceTaskComplete = DozerUSAVoiceBuildComplete SoundMoveStart = DozerUSAMoveStart SoundMoveStartDamaged = DozerUSAMoveStart UnitSpecificSounds VoiceCreate = DozerUSAVoiceCreate VoiceNoBuild = DozerUSAVoiceBuildNot VoiceCrush = DozerUSAVoiceCrush VoiceRepair = DozerUSAVoiceRepair VoiceDisarm = DozerUSAVoiceClearMine TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceEnter = DozerUSAVoiceMove VoiceBuildResponse = DozerUSAVoiceBuild End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 100 DestructionDelay = 1500 DestructionDelayVariance = 600 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_AmericaDozerExplode FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 ;;;;;;;; End Behavior = FXListDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = DestroyDie ModuleTag_24 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaTankPaladin ; *** ART Parameters *** SelectPortrait = SAPaladin_L ButtonImage = SAPaladin UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaAdvancedTraining UpgradeCameo4 = Upgrade_AmericaCompositeArmor UpgradeCameo5 = Upgrade_AmericaHallfireDrone Draw = W3DTankDraw ModuleTag_01 ExtraPublicBone = Laser ConditionState = NONE Model = AVPaladin Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End ConditionState = REALLYDAMAGED Model = AVPaladin_D Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End ConditionState = RUBBLE Model = AVPaladin_D Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Paladin Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY PaladinTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End BuildCost = 1300 BuildTime = 12.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = SupW_AmericaWarFactory Science = SCIENCE_PaladinTank End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaTankPaladinCommandSet ; *** AUDIO Parameters *** VoiceSelect = PaladinTankVoiceSelect VoiceMove = PaladinTankVoiceMove VoiceGuard = PaladinTankVoiceMove VoiceAttack = PaladinTankVoiceAttack SoundMoveStart = PaladinTankMoveStart SoundMoveStartDamaged = PaladinTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = PaladinTankVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = PaladinTankVoiceCrush VoiceEnter = PaladinTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End ;AltTurret ; TurretTurnRate = 9000; ; ControlledWeaponSlots = SECONDARY ;End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_PaladinTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_PaladinTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = PointDefenseLaserUpdate ModuleTag_07 WeaponTemplate = PaladinPointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE SecondaryTargetTypes = INFANTRY ScanRate = 500 ScanRange = 120.0 PredictTargetVelocityFactor = 3.0 End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;Sentry Drone Object SupW_AmericaVehicleSentryDrone ; *** ART Parameters *** SelectPortrait = SAsentry_L ButtonImage = SAsentry UpgradeCameo1 = Upgrade_AmericaSentryDroneGun UpgradeCameo2 = Upgrade_AmericaDroneArmor ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 InitialRecoilSpeed = 10 MaxRecoilDistance = 1.5 RecoilSettleSpeed = 3 OkToChangeModelColor = Yes DefaultConditionState Model = AVSENTRY Animation = AVSENTRY.AVSENTRY AnimationMode = LOOP Turret = TURRET01 HideSubObject = TURRETUP09 ;Hide controlled turret WeaponFireFXBone = PRIMARY TurretFX WeaponMuzzleFlash = PRIMARY TurretFX WeaponRecoilBone = PRIMARY TurretUp End ConditionState = REALLYDAMAGED Turret = TURRET01 Model = AVSENTRY_D Animation = AVSENTRY_D.AVSENTRY_D AnimationMode = LOOP HideSubObject = TURRETUP09 ;Hide controlled turret End ConditionState = RUBBLE Model = AVSENTRY_D1 HideSubObject = TURRETUP09 ;Hide controlled turret End AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVSENTRY Animation = AVSENTRY.AVSENTRY AnimationMode = LOOP ShowSubObject = TURRETUP09 End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = AVSENTRY_D Animation = AVSENTRY_D.AVSENTRY_D AnimationMode = LOOP ShowSubObject = TURRETUP09 End TrackMarks = EXTnkTrack.tga TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft TreadDebrisRight = SentryDroneTrackDebrisDirtRight TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:SentryDrone Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SentryDroneGun End ArmorSet Conditions = None Armor = SentryDroneArmor DamageFX = TruckDamageFX End BuildCost = 1000 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 350 Prerequisites Object = SupW_AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = No ;Can gain experience CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleSentryDroneCommandSet ; *** AUDIO Parameters *** VoiceSelect = SentryDroneVoiceSelect VoiceMove = SentryDroneVoiceMove VoiceGuard = SentryDroneVoiceMove VoiceAttack = SentryDroneVoiceMove SoundMoveStart = NoSound SoundMoveStartDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NoSound TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceEnter = NoSound Deploy = NoSound Undeploy = NoSound End Behavior = WeaponSetUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaSentryDroneGun End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = MaxHealthUpgrade ModuleTag_99 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 75.0 ChangeType = ADD_CURRENT_HEALTH_TOO End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret TurretTurnRate = 180 TurretPitchRate = 180 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = No RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY NaturalTurretAngle = 0 InitiallyDisabled = No MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;Stealthed ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 UnpackTime = 1000 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes End Locomotor = SET_NORMAL SentryLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = StealthUpdate ModuleTag_06 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY MOVING HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion End Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 225 ;Dustin, enable this for independant balancing! End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX01 ExtraPublicBone = TurretFX02 ExtraPublicBone = TURRET01 ExtraPublicBone = TURRETEL ExtraPublicBone = TURRETEL01 AttachToBoneInContainer = FIREPOINT01 DefaultConditionState Model = AVAVNGER_G Turret = TURRET01 TurretPitch = TURRETEL01 End ConditionState = REALLYDAMAGED Model = AVAVNGER_GD Turret = TURRET01 TurretPitch = TURRETEL01 End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = AmericaSuperWeaponGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY AvengerAirLaserOne Weapon = SECONDARY AvengerAirLaserTwo End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End VisionRange = 0 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes NaturalTurretPitch = 45 End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 500 ; default is 2000 End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaTankAvenger ; *** ART Parameters *** SelectPortrait = SAAvnger_L ButtonImage = SAAvnger UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DOverlordTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX03 ExtraPublicBone = LazerSpot01 ExtraPublicBone = LazerSpot02 DefaultConditionState Model = AVAVNGER HideSubObject = TURRET01 End ConditionState = REALLYDAMAGED Model = AVAVNGER_D HideSubObject = TURRET01 End ConditionState = RUBBLE Model = AVAVNGER_D1 End ;When a bombtruck disguises as an avenger, show the turret! ConditionState = DISGUISED Model = AVAVNGER ShowSubObject = TURRET01 End ConditionState = REALLYDAMAGED DISGUISED Model = AVAVNGER_D ShowSubObject = TURRET01 End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Avenger Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY AvengerTargetDesignator Weapon = SECONDARY AvengerAirLaserDummy End ArmorSet Conditions = None Armor = AvengerArmor DamageFX = TankDamageFX End BuildCost = 2000 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = SupW_AmericaWarFactory ; Object = SupW_AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaTankAvengerCommandSet ; *** AUDIO Parameters *** VoiceSelect = AvengerVoiceSelect VoiceMove = AvengerVoiceMove VoiceGuard = AvengerVoiceMove VoiceAttack = AvengerVoicePaint VoiceAttackAir = AvengerVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AvengerVoiceCreate TurretMoveLoop = NoSound SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = NoSound VoiceEnter = AvengerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AvengerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_AvengerTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two WeaponTemplate = AvengerPointDefenseLaserTwo PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 100 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = AmericaTankAvengerLaserTurret ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = MaxHealthUpgrade ModuleTag_23 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaTankMicrowave ; *** ART Parameters *** SelectPortrait = SAThunderBolt_L ButtonImage = SAThunderBolt UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DTankDraw ModuleTag_01 ExtraPublicBone = WEAPON02 OkToChangeModelColor = Yes ConditionState = NONE Model = AVTHUNDRBLT ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare ParticleSysBone = NONE MicrowaveRotisserie End ConditionState = USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C Model = AVTHUNDRBLT End ConditionState = REALLYDAMAGED RUBBLE Model = AVTHUNDRBLT_D ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare ParticleSysBone = NONE MicrowaveRotisserie End ConditionState = REALLYDAMAGED RUBBLE USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C Model = AVTHUNDRBLT_D End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:Microwave Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End WeaponSet Conditions = None ; Weapon = PRIMARY MicrowaveTankVehicleDisabler Weapon = PRIMARY MicrowaveTankBuildingDisabler ;SECONDARY MicrowaveTankBuildingDisabler Weapon = SECONDARY MicrowaveTankBuildingClearer ;TERTIARY MicrowaveTankBuildingClearer End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = SupW_AmericaWarFactory Object = SupW_AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = SupW_AmericaTankMicrowaveCommandSet ; *** AUDIO Parameters *** VoiceSelect = MicrowaveTankVoiceSelect VoiceMove = MicrowaveTankVoiceMove VoiceGuard = MicrowaveTankVoiceMove VoiceAttack = MicrowaveTankVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = MicrowaveTankVoiceCreate VoiceEnter = MicrowaveTankVoiceMove SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = MicrowaveTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 480 InitialHealth = 480 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 960 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_MicrowaveTankDeath FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_MicrowaveTankDeath_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = ExperienceScalarUpgrade ModuleTag_Upgrade01 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade02 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade03 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade04 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_Prod01 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FireWeaponUpdate ModuleTag_22 Weapon = MicrowaveTankEmitterWeapon ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long End Behavior = CommandButtonHuntUpdate ModuleTag_24 ; allows use of command button hunt script with this unit. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object SupW_AmericaCommandCenter ; *** ART Parameters *** SelectPortrait = SAComCentr_L ButtonImage = SAComCentr ; ----------------- Main Building ------------------------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ****************************************** ConditionState = NONE Model = ABBtCmdHQS Animation = ABBtCmdHQS.ABBtCmdHQS AnimationMode = LOOP End ConditionState = DAMAGED Model = ABBtCmdHQS_D Animation = ABBtCmdHQS_D.ABBtCmdHQS_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQS_E Animation = ABBtCmdHQS_E.ABBtCmdHQS_E AnimationMode = LOOP End ; night **************************************** ConditionState = NIGHT Model = ABBtCmdHQS_N Animation = ABBtCmdHQS_N.ABBtCmdHQS_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABBtCmdHQS_DN Animation = ABBtCmdHQS_DN.ABBtCmdHQS_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABBtCmdHQS_EN Animation = ABBtCmdHQS_EN.ABBtCmdHQS_EN AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = ABBtCmdHQS_S Animation = ABBtCmdHQS_S.ABBtCmdHQS_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABBtCmdHQS_DS Animation = ABBtCmdHQS_DS.ABBtCmdHQS_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABBtCmdHQS_ES Animation = ABBtCmdHQS_ES.ABBtCmdHQS_ES AnimationMode = LOOP End ; night snow **************************************** ConditionState = NIGHT SNOW Model = ABBtCmdHQS_NS Animation = ABBtCmdHQS_NS.ABBtCmdHQS_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ABBtCmdHQS_DNS Animation = ABBtCmdHQS_DNS.ABBtCmdHQS_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABBtCmdHQS_ENS Animation = ABBtCmdHQS_ENS.ABBtCmdHQS_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command Center should be free CommandSet = SupW_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 = SupW_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 ;;;; **NOTE put this back in? ; note that this power isn't normally available to human players, only to AI ones ;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 = AirF_SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End ;Kris: Order matters -- process in order of highest level to lowest level technology. Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_3 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship3 GunshipTemplateName = AirF_AmericaJetSpectreGunship3 AttackAreaRadius = 200 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_2 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship2 GunshipTemplateName = AirF_AmericaJetSpectreGunship2 AttackAreaRadius = 200 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_1 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship1 GunshipTemplateName = AirF_AmericaJetSpectreGunship1 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 = Early_SuperweaponLeafletDrop OCL = SUPERWEAPON_LeafletDrop CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End ;Behavior = CommandSetUpgrade ModuleTag_35 ; CommandSet = SupW_AmericaCommandCenterCommandSetToMOAB ; 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 ;------------------------------------------------------------------------------ Object SupW_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaStrategyCenter End BuildCost = 2500 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 = SupW_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 = SupW_ParticleUplinkCannon_OuterNodeLightFlare OuterNodesMediumFlareParticleSystem = SupW_ParticleUplinkCannon_OuterNodeMediumFlare OuterNodesIntenseFlareParticleSystem = SupW_ParticleUplinkCannon_OuterNodeIntenseFlare ;The connectors system connects each of the outer nodes to the central node that receives ;the lasers from outside. ConnectorMediumLaserName = SupW_ParticleUplinkCannon_MediumConnectorLaser ConnectorIntenseLaserName = SupW_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 = SupW_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 = SupW_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 SupW_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaWarFactory SupW_AmericaAirfield End CommandSet = SupW_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 ;Revealing info ;VisionObjectName = VisionObject 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 = SupW_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 SupW_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaSupplyCenter End BuildCost = 1000 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = SupW_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 FS_AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT 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 = SupW_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 SupW_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaPowerPlant End BuildCost = 2000 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -1 CommandSet = SupW_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 = SupW_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 = SupW_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 SupW_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE BuildCost = 2500 BuildTime = 45.0 ; in seconds Prerequisites Object = SupW_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 = SupW_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 SupW_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE BuildCost = 600 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = SupW_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 = SupW_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 = SupW_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 ;------------------------------------------------------------------------------ Object SupW_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaSupplyCenter End BuildCost = 2000 BuildTime = 15.0 ; in seconds EnergyProduction = -1 CommandSet = SupW_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 = SupW_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 ;------------------------------------------------------------------------------ Object SupW_AmericaPatriotBattery ; *** ART Parameters *** SelectPortrait = SAMicroPat_L ButtonImage = SAMicroPat Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = ABPatriotSW 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 = ABPatriotSW_D End AliasConditionState = DAMAGED NIGHT ConditionState = REALLYDAMAGED RUBBLE Model = ABPatriotSW_E End AliasConditionState = REALLYDAMAGED RUBBLE NIGHT ConditionState = SNOW Model = ABPatriotSW_S End AliasConditionState = SNOW NIGHT ConditionState = DAMAGED SNOW Model = ABPatriotSW_DS End AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABPatriotSW_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:SupW_PatriotBattery Side = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaPowerPlant End BuildCost = 900 BuildTime = 25.0 ; in seconds EnergyProduction = -3 WeaponSet Conditions = None Weapon = PRIMARY SupW_PatriotMissileWeapon Weapon = SECONDARY SupW_PatriotMissileAssistWeapon Weapon = TERTIARY SupW_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 = SupW_AmericaPatriotBatteryCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** 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 EMP_HARDENED Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 SubdualDamageCap = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = StealthDetectorUpdate ModuleTag_05 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_06 ;No data End Behavior = AIUpdateInterface ModuleTag_07 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_08 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_09 ;nothing 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 = CreateObjectDie ModuleTag_SpawnRangers CreationList = SupW_OCL_AmericanRangerDebris03 ExemptStatus = UNDER_CONSTRUCTION End Behavior = ObjectCreationUpgrade ModuleTag_13 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = SupW_Upgrade_AmericaPointDefenseDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = SupW_OCL_AmericanPointDefenseDrone TriggeredBy = SupW_Upgrade_AmericaPointDefenseDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_15 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone SupW_Upgrade_AmericaPointDefenseDrone End Behavior = ProductionUpdate ModuleTag_16 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End ; Module 17 removed by design ; Behavior = FireWeaponUpdate ModuleTag_17 ; Weapon = SupW_DefenseEmitterWeapon ; ExclusiveWeaponDelay = 500 ; End ;Module 18 removed because it is bizarre and useless ; Behavior = FireWeaponUpdate ModuleTag_18 ; Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup ; End Behavior = TransitionDamageFX ModuleTag_20 ;-------------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 SupW_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_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 = SupW_AmericaFireBaseCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** 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 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 ;------------------------------------------------------------------------------ Object SupW_AmericaPowerPlant ; *** ART Parameters *** SelectPortrait = SAPowerPlantSW_L ButtonImage = SACntrlRds UpgradeCameo1 = SupW_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 ABPWRPLANTSW_A1 End AliasConditionState = SNOW AliasConditionState = NIGHT AliasConditionState = SNOW NIGHT ConditionState = DAMAGED Model ABPWRPLANTS_A1D End AliasConditionState = DAMAGED SNOW AliasConditionState = DAMAGED NIGHT AliasConditionState = DAMAGED SNOW NIGHT ConditionState = REALLYDAMAGED RUBBLE Model ABPWRPLANTS_A1E End AliasConditionState = REALLYDAMAGED RUBBLE SNOW AliasConditionState = REALLYDAMAGED RUBBLE NIGHT AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPWRPLANTSW_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 = ABPWRPLANTS_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 = ABPWRPLANTS_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 ABPWRPLANTSW_A1 Animation = ABPWRPLANTSW_A1.ABPWRPLANTSW_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 ABPWRPLANTS_A1D Animation = ABPWRPLANTS_A1D.ABPWRPLANTS_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 ABPWRPLANTS_A1E Animation = ABPWRPLANTS_A1E.ABPWRPLANTS_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 ABPWRPLANTSW_A1 Animation = ABPWRPLANTSW_A1.ABPWRPLANTSW_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 ABPWRPLANTS_A1D Animation = ABPWRPLANTS_A1D.ABPWRPLANTS_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 ABPWRPLANTS_A1E Animation = ABPWRPLANTS_A1E.ABPWRPLANTS_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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites End BuildCost = 900 BuildTime = 10.0 ; in seconds EnergyProduction = 5 EnergyBonus = 15 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = SupW_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 = SupW_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 = SupW_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 ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object SupW_AmericaNuclearMissileLauncher ; *** ART Parameters *** 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 = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaStrategyCenter End BuildCost = 5000 BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 CommandSet = SupW_AmericaNuclearMissileCommandSet 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 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 = SupW_SuperweaponNeutronMissile OCL = SupW_SUPERWEAPON_NeutronMissile End Behavior = SpecialPowerCreate ModuleTag_08 ;nothing End Behavior = MissileLauncherBuildingUpdate ModuleTag_09 SpecialPowerTemplate = SupW_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 = 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 Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 55.0 GeometryHeight = 64.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object SupW_AmericaJetB3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVB3bmbr ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin ParticleSysBone = WingTip03 JetContrailThin ParticleSysBone = WingTip04 JetContrailThin End ConditionState = DAMAGED Model = AVB3bmbr_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVB3bmbr_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = RUBBLE Model = AVB3bmbr_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End OkToChangeModelColor = Yes End ; Draw = W3DModelDraw ModuleTag_02 ; DefaultConditionState ; Model = AVB3bmbr_A2K ; End ; ConditionState = DOOR_1_OPENING ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_CLOSING ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = REALLYDAMAGED ; Model = AVB3bmbr_A2DU ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_OPENING REALLYDAMAGED ; Model = AVB3bmbr_A2DU ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED ; Model = AVB3bmbr_A2DU ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ; End ; End ; ***DESIGN parameters *** DisplayName = OBJECT:B52 EditorSorting = VEHICLE Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = B3BomberAmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_04 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_05 SpecialPowerTemplate = SuperweaponMOAB ;@@KRIS@@ OCL = SUPERWEAPON_MOAB CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B3Locomotor Behavior = TransportContain ModuleTag_09 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = TransitionDamageFX ModuleTag_11 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_12 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 60.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object SupW_AmericaCruiseMissileLauncher ; *** ART Parameters *** SelectPortrait = SAICBM_L ButtonImage = SAICBM Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = ABNukeSilo 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 = ABNukeSilo_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 = ABNukeSilo_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 = ABNukeSilo Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABNukeSilo_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = ABNukeSilo_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost End ConditionState = DOOR_1_CLOSING Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED Model = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_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 = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_A3D AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_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 = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_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 = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_A3E AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_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 = ABNukeSilo End ConditionState = DAMAGED NIGHT Model = ABNukeSilo_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 NIGHT Model = ABNukeSilo_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 NIGHT Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABNukeSilo Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABNukeSilo_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABNukeSilo_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING NIGHT Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN NIGHT Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST ;WeaponLaunchBone = PRIMARY RockPost End ConditionState = DOOR_1_CLOSING NIGHT Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED NIGHT Model = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_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 NIGHT Model = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_A3D AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_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 NIGHT Model = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_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 NIGHT Model = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_A3E AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost 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 = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_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 ;-------------- 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 RockPost 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 = 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 = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_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 = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_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 = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_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 = 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 ; ------------ 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:CruiseMissile Side = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaWarFactory End BuildCost = 2000 BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 CommandSet = SupW_AmericaCruiseMissileCommandSet 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 Body = StructureBody ModuleTag_06 MaxHealth = 4000.0 InitialHealth = 4000.0 End Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = SupW_CruiseMissile OCL = SUPERWEAPON_CruiseMissile End Behavior = SpecialPowerCreate ModuleTag_08 ;nothing End Behavior = MissileLauncherBuildingUpdate ModuleTag_09 SpecialPowerTemplate = SupW_CruiseMissile 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 = 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 = ProductionUpdate ModuleTag_22 ; This is needed in order to get a public timer to work! End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 55.0 GeometryHeight = 64.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object SupW_TomahawkMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVTomahawk_M End End ; ***DESIGN parameters *** DisplayName = OBJECT:TomahawkMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ;*AntiBallisticMissile = Yes set in the Weapon.ini. Armor = BallisticMissileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE BALLISTIC_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. FX = WeaponFX_TomahawkMissileDetonation End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 00 IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition InitialVelocity = 50 ; in dist/sec DistanceToTravelBeforeTurning = 80 DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor ;Locomotor = SET_NORMAL TomahawkMissileLocomotor Behavior = SpecialPowerCompletionDie ModuleTag_08 SpecialPowerTemplate = SuperweaponScudStorm End Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 8.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL End ;---------------------------------------------------------------------------------------------------------- Object Tank_ChinaVehicleHelix ; *** ART Parameters *** SelectPortrait = SNHelix_L ButtonImage = SNHelix UpgradeCameo2 = Upgrade_ChinaBlackNapalm UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = NVHELIX Animation = NVHELIX.NVHELIX AnimationMode = LOOP WeaponFireFXBone = PRIMARY Muzzle03 WeaponMuzzleFlash = PRIMARY TurretFX03 HideSubObject = BombWing End ConditionState = MOVING ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = REALLYDAMAGED Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP End ConditionState = REALLYDAMAGED MOVING Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = RUBBLE Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP End ConditionState = RUBBLE MOVING Model = NVHELIX_d Animation = NVHELIX_d.NVHELIX_d AnimationMode = LOOP ParticleSysBone = SMOKE01 HelixExhaust ParticleSysBone = SMOKE02 HelixExhaust End ConditionState = RUBBLE SPECIAL_DAMAGED Model = NVHELIX_d End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Helix EditorSorting = VEHICLE Side = ChinaTankGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 600 BuildCost = 2000 BuildTime = 25.0 ;in seconds Prerequisites Object = Tank_ChinaAirfield End ExperienceValue = 50 100 150 200 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes CommandSet = ChinaVehicleHelixCommandSet ArmorSet Conditions = None Armor = ChinookArmor DamageFX = None End WeaponSet Conditions = None ;---------------------------- Weapon = PRIMARY HelixMinigunWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;---------------------------- End WeaponSet Conditions = PLAYER_UPGRADE ;---------------------------- Weapon = PRIMARY HelixMinigunWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;---------------------------- End ; *** AUDIO Parameters *** VoiceSelect = HelixVoiceSelect VoiceMove = HelixVoiceMove VoiceAttack = HelixVoiceAttack SoundAmbient = HelixAmbientLoop SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = HelixVoiceCreate VoiceUnload = HelixVoiceUnload VoiceGarrison = HelixVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ; note that, although Helixes aren't produced at helipads, we want to set this KINDOF so that they can land at ; (well, "near" actually) an Airfield to get healed... KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK Body = ActiveBody ModuleTag_03 MaxHealth = 300.0 InitialHealth = 300.0 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ChinookAIUpdate ModuleTag_07 AutoAcquireEnemiesWhenIdle = Yes RotorWashParticleSystem = HelixRotorWashRing End Locomotor = SET_NORMAL HelixLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = HelixDamagedLoop MinSelfSpin = 40 ; in degrees per second MaxSelfSpin = 120 ; in degrees per second SelfSpinUpdateDelay = 300 ; in milliseconds SelfSpinUpdateAmount = 5 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1000 ; in milliseconds MaxBladeFlyOffDelay = 1000 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades BladeBoneName = Propeller01 FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades DelayFromGroundToFinalDeath = 30 FinalRubbleObject = HelixRubbleHull End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ProductionUpdate ModuleTag_25 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End ;-------------------------- Behavior = ObjectCreationUpgrade ModuleTag_22 UpgradeObject = OCL_HelixGattlingCannon TriggeredBy = Upgrade_ChinaHelixGattlingCannon ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker End Behavior = CommandSetUpgrade ModuleTag_26 CommandSet = ChinaHelixGattlingCannonCommandSet TriggeredBy = Upgrade_ChinaHelixGattlingCannon ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker End Behavior = WeaponSetUpgrade ModuleTag_35 TriggeredBy = Upgrade_ChinaHelixGattlingCannon End ; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling ; Behavior = SubObjectsUpgrade ModuleTag_36 ; TriggeredBy = Upgrade_ChinaHelixGattlingCannon ; ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker ; HideSubObjects = MINIGUN ; End ;-------------------------- Behavior = ObjectCreationUpgrade ModuleTag_23 UpgradeObject = OCL_HelixPropagandaTower TriggeredBy = Upgrade_ChinaHelixPropagandaTower ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker End Behavior = CommandSetUpgrade ModuleTag_27 CommandSet = ChinaHelixPropagandaTowerCommandSet TriggeredBy = Upgrade_ChinaHelixPropagandaTower ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker End ;-------------------------- Behavior = ObjectCreationUpgrade ModuleTag_24 UpgradeObject = OCL_HelixBattleBunker TriggeredBy = Upgrade_ChinaHelixBattleBunker ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower End Behavior = CommandSetUpgrade ModuleTag_28 CommandSet = ChinaHelixBattleBunkerCommandSet TriggeredBy = Upgrade_ChinaHelixBattleBunker ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower End Behavior = PassengersFireUpgrade ModuleTag_34 TriggeredBy = Upgrade_ChinaHelixBattleBunker End ;-------------------------- Behavior = HelixContain ModuleTag_29 Slots = 5 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 PassengersAllowedToFire = No ; the End Behavior = WeaponSetUpgrade ModuleTag_30 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb UpdateModuleStartsAttack = Yes StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on InitiateSound = HelixVoiceAttack End Behavior = SpecialAbilityUpdate ModuleTag_33 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb StartAbilityRange = 3.0 PreparationTime = 0 SpecialObject = NapalmBomb MaxSpecialObjects = 1 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. UnpackTime = 500 ;slight delay to drop bomb FlipOwnerAfterUnpacking = No FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability UnpackSound = NoSound LoseStealthOnTrigger = No ApproachRequiresLOS = No ; we are a helicopter, we can see everything NeedToFaceTarget = No ; can drop the bomb at any angle to target PersistentPrepTime = 100 PersistenceRequiresRecharge = Yes End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb TriggeredBy = Upgrade_HelixNapalmBomb End Behavior = SubObjectsUpgrade ModuleTag_39 TriggeredBy = Upgrade_HelixNapalmBomb ShowSubObjects = BombWing End Geometry = CYLINDER GeometryMajorRadius = 35.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaHelixGattlingCannon ; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = CHASSISBONE DefaultConditionState Model = NVHelix_G Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = CONTINUOUS_FIRE_SLOW Model = NVHelix_G Animation = NVHelix_G.NVHelix_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN Model = NVHelix_G Animation = NVHelix_G.NVHelix_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST Model = NVHelix_G Animation = NVHelix_G.NVHelix_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = REALLYDAMAGED Model = NVHelix_GD Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED Model = NVHelix_GD Animation = NVHelix_GD.NVHelix_GD AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED Model = NVHelix_GD Animation = NVHelix_GD.NVHelix_GD AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED Model = NVHelix_GD Animation = NVHelix_GD.NVHelix_GD AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End End ; ***DESIGN parameters *** Side = ChinaTankGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun PreferredAgainst = PRIMARY INFANTRY Weapon = SECONDARY GattlingBuildingGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_SDU DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 200 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network. End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = WeaponBonusUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaChainGuns End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaHelixPropagandaTower ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = CHASSISBONE ConditionState = NONE Model = NVHELIX_S Animation = NVHELIX_S.NVHELIX_S AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = NVHELIX_SD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVHELIX_S Animation = NVHELIX_S.NVHELIX_S AnimationMode = LOOP End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaTankGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 ; End Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds HealPercentEachSecond = 1% ; get this % of max health every second PulseFX = FX_HelixPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 2% ; get this % of max health every second UpgradedPulseFX = FX_HelixPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaHelixBattleBunker ; *** ART Parameters *** SelectPortrait = SNBunker_L ButtonImage = SNBunker ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = CHASSISBONE ConditionState = NONE Model = NVHELIX_B End ConditionState = REALLYDAMAGED Model = NVHELIX_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVHELIX_B End ConditionState = NIGHT REALLYDAMAGED Model = NVHELIX_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaTankGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaJetMIG ; *** ART Parameters *** SelectPortrait = SNMig_L ButtonImage = SNMig UpgradeCameo1 = Upgrade_ChinaAircraftArmor UpgradeCameo2 = Upgrade_ChinaBlackNapalm ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVMIG HideSubObject = BurnerFX01 BurnerFX02 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Exhaust01 JetExhaust ParticleSysBone = Exhaust02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED Model = NVMIG_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = NVMIG_D End ConditionState = REALLYDAMAGED JETEXHAUST Model = NVMIG_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = NVMIG_D ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER ; @todo srj -- model missing ;Model = NVMIG_D1B Model = NVMIG_D ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:MIG EditorSorting = VEHICLE Side = ChinaTankGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 300.0 Prerequisites Object = Tank_ChinaAirfield End WeaponSet Conditions = None Weapon = PRIMARY NapalmMissileWeapon ; AutoChooseSources = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY BlackNapalmMissileWeapon ; AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End BuildCost = 1600 BuildTime = 12 ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaJetMIGCommandSet ; *** AUDIO Parameters *** VoiceSelect = MigVoiceSelect VoiceMove = MigVoiceMove VoiceAttack = MigVoiceAttack VoiceAttackAir = MigVoiceAttackAir VoiceGuard = MigVoiceAirPatrol SoundAmbient = MigAmbientLoop UnitSpecificSounds VoiceCreate = MigVoiceCreate Afterburner = RaptorAfterburner VoiceGarrison = MigVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 160.0 InitialHealth = 160.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial OCLInitialDeath = OCL_MIGDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_MIGDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_MIGDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp End Behavior = WeaponSetUpgrade ModuleTag_04 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL MIGLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = MaxHealthUpgrade ModuleTag_10 TriggeredBy = Upgrade_ChinaAircraftArmor AddMaxHealth = 40.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaJetCargoPlane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NVCargoPln Animation = NVCargoPln.NVCargoPln AnimationMode = LOOP ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = NVCargoPln_D Animation = NVCargoPln_D.NVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = REALLYDAMAGED Model = NVCargoPln_D Animation = NVCargoPln_D.NVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = RUBBLE Model = NVCargoPln_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke06 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke06 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge End OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoPlane EditorSorting = VEHICLE Side = ChinaTankGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = C130AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain ModuleTag_06 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_08 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_09 SpecialPowerTemplate = SuperweaponCarpetBomb OCL = SUPERWEAPON_CarpetBomb CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_10 SpecialPowerTemplate = SuperweaponClusterMines OCL = SUPERWEAPON_ClusterMines CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_11 SpecialPowerTemplate = SuperweaponEMPPulse OCL = SUPERWEAPON_EMPPulse CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_13 ;;;;;;;; End Behavior = TransitionDamageFX ModuleTag_14 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaInfantryRedguard ; *** ART Parameters *** SelectPortrait = SNRedGuard_L ButtonImage = SNRedGuard_L UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_InfantryCaptureBuilding ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ------- Standing-Around Animations DefaultConditionState Model = NICNSC_SKN IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = NICNSC_SKL.NICNSC_STB AnimationMode = ONCE TransitionKey = TRANS_StandDamaged End ; ------- Machine Gun Animations ConditionState = USING_WEAPON_A Animation = NICNSC_SKL.NICNSC_ATA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_ATC AnimationMode = LOOP TransitionKey = TRANS_FiringDamaged End ; ------- Firing-related Transitions TransitionState = TRANS_Firing TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE End TransitionState = TRANS_Stand TRANS_Firing Animation = NICNSC_SKL.NICNSC_SA2AA AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Stand Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE End TransitionState = TRANS_StandDamaged TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_ATCST AnimationMode = ONCE End TransitionState = TRANS_FiringDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_ATCED AnimationMode = ONCE End ; ------------- Damage Transitions -------------------- TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE AnimationSpeedFactorRange = 2 2 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2 2 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 4 5 Flags = START_FRAME_LAST End ; ------- Bayonet Animations ConditionState = PREATTACK_C Animation = NICNSC_SKL.NICNSC_ATB1 AnimationMode = ONCE TransitionKey = TRANS_Stab End AliasConditionState = PREATTACK_C MOVING AliasConditionState = PREATTACK_C FIRING_C AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_C ConditionState = FIRING_C Animation = NICNSC_SKL.NICNSC_ATB2 AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_Stab End AliasConditionState = BETWEEN_FIRING_SHOTS_C AliasConditionState = RELOADING_C ; ------- Parachuting Animations ConditionState = FREEFALL Animation = NICNSC_SKL.NICNSC_POP AnimationMode = MANUAL Flags = START_FRAME_FIRST TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NICNSC_SKL.NICNSC_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = NICNSC_SKL.NICNSC_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NICNSC_SKL.NICNSC_PTD AnimationMode = ONCE End ; ------- Movement Animations ConditionState = MOVING Animation = NICNSC_SKL.NICNSC_RNA 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_RNB 28 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged TransitionKey = None End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ------- Bldg-capture ConditionState = UNPACKING Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ; ------- Dying Animations ConditionState = DYING Animation = NICNSC_SKL.NICNSC_DTA Animation = NICNSC_SKL.NICNSC_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NICNSC_SKL.NICNSC_ATDE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NICNSC_SKL.NICNSC_ATDE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NICNSC_SKL.NICNSC_ATDE3 AnimationMode = ONCE TransitionKey = None End ; ------- Misc Animations ConditionState = SPECIAL_CHEERING Animation = NICNSC_SKL.NICNSC_CHA AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Redguard Side = ChinaTankGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY RedguardMachineGun End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 200 Prerequisites Object = Tank_ChinaBarracks End BuildCost = 375 BuildTime = 12.0 ;in seconds ExperienceValue = 5 5 10 20 ;Experience point value at each level ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaInfantryRedguardCommandSet ; *** AUDIO Parameters *** VoiceSelect = RedGuardVoiceSelect VoiceMove = RedGuardVoiceMove VoiceGuard = RedGuardVoiceMove VoiceAttack = RedGuardVoiceAttack VoiceGroupSelect = BattleCrySound VoiceFear = RedGuardVoiceFear VoiceTaskComplete = RedGuardVoiceCaptureComplete UnitSpecificSounds VoiceMelee = RedGuardVoiceAttackBayonet VoiceGarrison = RedGuardVoiceGarrison VoiceCreate = RedGuardVoiceCreate VoiceSubdue = RedGuardVoiceSubdue VoiceEnter = RedGuardVoiceMove VoiceEnterHostile = RedGuardVoiceMove VoiceGetHealed = RedGuardVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_RedGuardTraining End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_05 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_07 Mass = 5.0 End Behavior = SquishCollide ModuleTag_10 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_15 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_16 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RedGuardVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 4 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Tank_ChinaInfantryBlackLotus ; *** ART Parameters *** SelectPortrait = SNBlkLotus_L2 ButtonImage = SNBlkLotus2 ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; --- idle DefaultConditionState Model = NIHERO_SKN IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = NIHero_SKL.NIHero_ISTAHIT AnimationMode = ONCE End ; --- moving ConditionState = MOVING Animation = NIHero_SKL.NIHero_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING UNPACKING ConditionState = MOVING REALLYDAMAGED Animation = NIHero_SKL.NIHero_IRNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING UNPACKING REALLYDAMAGED ; --- packing states ConditionState = UNPACKING ;Preparing to attack (unpacking gear) Animation = NIHero_SKL.NIHero_ATA1 AnimationMode = ONCE End AliasConditionState = UNPACKING FIRING_A ConditionState = FIRING_A ;Processing attack (hacking) Animation = NIHero_SKL.NIHero_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringA End ConditionState = PACKING ;Completing attack (packing gear) Animation = NIHero_SKL.NIHero_ATA3 AnimationMode = ONCE End AliasConditionState = FIRING_A PACKING TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = NIHero_SKL.NIHero_IATAHIT AnimationMode = ONCE End ; --- injured-packing states ConditionState = UNPACKING REALLYDAMAGED ;Preparing to attack (unpacking gear) Animation = NIHero_SKL.NIHero_IATA1 AnimationMode = ONCE End AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED ConditionState = FIRING_A REALLYDAMAGED ;Processing attack (hacking) Animation = NIHero_SKL.NIHero_IATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringAInjured End ConditionState = PACKING REALLYDAMAGED ;Completing attack (packing gear) Animation = NIHero_SKL.NIHero_IATA3 AnimationMode = ONCE End AliasConditionState = FIRING_A PACKING REALLYDAMAGED ; --- packing-dying states ; code doesn't really support this. Oh well. ; ConditionState = DYING RAISING_FLAG ; Animation = NIHero_SKL.NIHero_IDTA ; Animation = NIHero_SKL.NIHero_IDTB ; AnimationMode = ONCE ; End ; AliasConditionState = DYING RAISING_FLAG EXPLODED_FLAILING EXPLODED_BOUNCING ; --- normal-dying states ConditionState = DYING Animation = NIHero_SKL.NIHero_DTA Animation = NIHero_SKL.NIHero_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NIHero_SKL.NIHero_ADTF1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIHero_SKL.NIHero_ADTF2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIHero_SKL.NIHero_ADTF3 AnimationMode = ONCE TransitionKey = None End ; --- cheering states ConditionState = SPECIAL_CHEERING Animation = NIHERO_SKL.NIHERO_CHA AnimationMode = ONCE End ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = NIHERO_SKL.NIHERO_ICHA AnimationMode = ONCE End ; --- falling states ConditionState = FREEFALL Animation = NIHero_SKL.NIHero_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIHero_SKL.NIHero_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = NIHero_SKL.NIHero_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NIHero_SKL.NIHero_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = NIHero_SKL.NIHero_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:BlackLotus Side = ChinaTankGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 300 ShroudClearingRange = 400 Prerequisites Object = Tank_ChinaBarracks Object = Tank_ChinaPropagandaCenter End BuildCost = 1875 BuildTime = 20.0 ;in seconds MaxSimultaneousOfType = 1 CommandSet = Tank_ChinaInfantryBlackLotusCommandSet ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaInfantryBlackLotusCommandSet ; *** AUDIO Parameters *** VoiceSelect = BlackLotusVoiceSelect VoiceMove = BlackLotusVoiceMove VoiceAttack = NoSound VoiceGuard = BlackLotusVoiceMove VoiceFear = BlackLotusVoiceFear VoiceTaskComplete = BlackLotusVoiceCaptureComplete SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = BlackLotusVoiceCreate VoiceGarrison = BlackLotusVoiceMove VoiceEnter = BlackLotusVoiceMove VoiceEnterHostile = BlackLotusVoiceMove VoiceStealCashComplete = BlackLotusVoiceCashComplete VoiceDisableVehicleComplete = BlackLotusVoiceDisableComplete VoiceCaptureBuildingComplete = BlackLotusVoiceCaptureComplete VoiceGetHealed = BlackLotusVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = CommandButtonHuntUpdate ModuleTag_03 ; allows use of command button hunt script with this unit. End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL BlackLotusLocomotor Locomotor = SET_FREEFALL FreeFallLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = USING_ABILITY HintDetectableConditions = USING_ABILITY InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes EnemyDetectionEvaEvent = EnemyBlackLotusDetected OwnDetectionEvaEvent = OwnBlackLotusDetected End Behavior = StealthDetectorUpdate ModuleTag_44 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackBuilding End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 6000 ;time to complete hack once prepared (unpacked) SpecialObject = BinaryDataStream DoCaptureFX = Yes PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = SpecialAbility ModuleTag_10 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackVehicle End Behavior = SpecialAbilityUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack StartAbilityRange = 150.0 UnpackTime = 2000 ;6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 1000 ;2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 2000 ;time to complete hack once prepared (unpacked) EffectDuration = 15000 ;duration vehicle is disabled (30 seconds) DisableFXParticleSystem = DisabledEffectBinaryShower0 SpecialObject = BinaryDataStream PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 0 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = SpecialAbility ModuleTag_12 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackCash End Behavior = SpecialAbilityUpdate ModuleTag_13 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 5800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 6000 ;time to complete hack once prepared (unpacked) EffectValue = 1000 ;amount of cash stolen SpecialObject = BinaryDataStream PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End ;Hero units can't be squished! ;Behavior = SquishCollide ModuleTag_14 ; ;nothing ;End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireFemale OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_17 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Tank_ChinaInfantryTankHunter ; *** ART Parameters *** SelectPortrait = SNTankHunter_L ButtonImage = SNTankHunter UpgradeCameo1 = Upgrade_Nationalism ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NIMSST_SKN IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 TransitionKey = TRANS_Stand WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End AliasConditionState = REALLYDAMAGED ConditionState = FIRING_A Animation = NIMSST_SKL.NIMSST_ATA AnimationMode = ONCE TransitionKey = TRANS_START_FIRING End AliasConditionState = REALLYDAMAGED FIRING_A ConditionState = BETWEEN_FIRING_SHOTS_A Animation = NIMSST_SKL.NIMSST_STA AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_START_FIRING End AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING Animation = NIMSST_SKL.NIMSST_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = REALLYDAMAGED MOVING AliasConditionState = MOVING ATTACKING AliasConditionState = MOVING ATTACKING REALLYDAMAGED ConditionState = RELOADING_A Animation = NIMSST_SKL.NIMSST_ATA 10 AnimationMode = ONCE ;WeaponLaunchBone = PRIMARY WeaponA End AliasConditionState = MOVING RELOADING_A AliasConditionState = REALLYDAMAGED MOVING RELOADING_A ConditionState = DYING Animation = NIMSST_SKL.NIMSST_DTA Animation = NIMSST_SKL.NIMSST_DTB AnimationSpeedFactorRange = 0.9 1.25 AnimationMode = ONCE TransitionKey = TRANS_Dying End AliasConditionState = DYING RUBBLE TransitionState = TRANS_Dying TRANS_Flailing Animation = NIMSST_SKL.NIMSST_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIMSST_SKL.NIMSST_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIMSST_SKL.NIMSST_ADTD3 AnimationMode = ONCE TransitionKey = None End ;PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = NIMSST_SKL.NIMSST_POP AnimationMode = ONCE TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIMSST_SKL.NIMSST_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING ; TransitionState = TRANS_Falling TRANS_Chute ; Animation = NIMSST_SKL.NIMSST_POP ; AnimationMode = ONCE ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first ; End TransitionState = TRANS_Chute TRANS_Stand Animation = NIMSST_SKL.NIMSST_PDN AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankHunter Side = ChinaTankGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 400 Prerequisites Object = Tank_ChinaBarracks End BuildCost = 375 BuildTime = 7.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaInfantryTankHunterCommandSet ; *** AUDIO Parameters *** VoiceSelect = TankHunterVoiceSelect VoiceMove = TankHunterVoiceMove VoiceAttack = TankHunterVoiceAttack VoiceAttackAir = TankHunterVoiceAttack VoiceGuard = TankHunterVoiceMove VoiceFear = TankHunterVoiceFear UnitSpecificSounds VoiceCreate = TankHunterVoiceCreate VoiceGarrison = TankHunterVoiceGarrison VoiceEnter = TankHunterVoiceMove VoiceEnterHostile = TankHunterVoiceMove VoiceGetHealed = TankHunterVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = SpecialAbility ModuleTag_07 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack UpdateModuleStartsAttack = Yes InitiateSound = TankHunterVoiceTNT End Behavior = SpecialAbilityUpdate ModuleTag_08 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack StartAbilityRange = 5.0 PreparationTime = 0 SpecialObject = TNTStickyBomb MaxSpecialObjects = 8 SpecialObjectsPersistWhenOwnerDies = Yes ;Charges are removed instantly when owner dies (nobody can detonate). SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability End Behavior = SquishCollide ModuleTag_09 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_12 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Tank_ChinaInfantryHacker ; *** ART Parameters *** SelectPortrait = SNHacker2_L ButtonImage = SNHacker2 ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 ;Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Bone_SatCom TransitionKey = TRANS_Stand End AliasConditionState = REALLYDAMAGED ConditionState = MOVING Animation = NIHCKR_SKL.NIHCKR_RNA 14 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING UNPACKING AliasConditionState = MOVING UNPACKING REALLYDAMAGED ConditionState = UNPACKING Animation = NIHCKR_SKL.NIHCKR_ATB1 AnimationMode = ONCE End AliasConditionState = UNPACKING FIRING_A AliasConditionState = UNPACKING REALLYDAMAGED AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED ;HACKING ATTACK ConditionState = FIRING_A Animation = NIHCKR_SKL.NIHCKR_ATB2 AnimationMode = LOOP TransitionKey = TRANS_FiringA End AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = PACKING Animation = NIHCKR_SKL.NIHCKR_ATB3 AnimationMode = ONCE End AliasConditionState = PACKING FIRING_A AliasConditionState = PACKING REALLYDAMAGED AliasConditionState = PACKING FIRING_A REALLYDAMAGED TransitionState = TRANS_FiringA TRANS_Stand ; I was stopped by a stop command, so I get no proper PACKING state Animation = NIHCKR_SKL.NIHCKR_ATB3 AnimationMode = ONCE End ConditionState = FREEFALL Animation = NIHCKR_SKL.NIHCKR_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIHCKR_SKL.NIHCKR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING ConditionState = DYING Animation = NIHCKR_SKL.NIHCKR_DTA Animation = NIHCKR_SKL.NIHCKR_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NIHCKR_SKL.NIHCKR_ADTG1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIHCKR_SKL.NIHCKR_ADTG2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIHCKR_SKL.NIHCKR_ADTG3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = NIHCKR_SKL.NIHCKR_CHA AnimationMode = LOOP End TransitionState = TRANS_Falling TRANS_Chute Animation = NIHCKR_SKL.NIHCKR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NIHCKR_SKL.NIHCKR_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Hacker Side = ChinaTankGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaBarracks Object = Tank_ChinaPropagandaCenter End BuildCost = 780 BuildTime = 20.0 ;in seconds ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 100 300 500 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaInfantryHackerCommandSet ; *** AUDIO Parameters *** VoiceSelect = HackerVoiceSelect VoiceMove = HackerVoiceMove VoiceAttack = NoSound VoiceGuard = HackerVoiceMove VoiceFear = HackerVoiceFear VoiceTaskComplete = HackerVoiceHackComplete UnitSpecificSounds VoiceGarrison = HackerVoiceGarrison VoiceCreate = HackerVoiceCreate UnitPack = HackerPack UnitUnpack = HackerUnpack UnitCashPing = HackerCashPing VoiceEnter = HackerVoiceMove VoiceEnterHostile = HackerVoiceMove VoiceGetHealed = HackerVoiceMove VoiceHackInternet = HackerVoiceModeInternet End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE IGNORES_SELECT_ALL MONEY_HACKER Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = HackInternetAIUpdate ModuleTag_03 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) CashUpdateDelay = 2000 CashUpdateDelayFast = 1800 ; Fast speed used inside a container (can only hack inside an Internet Center) RegularCashAmount = 5 VeteranCashAmount = 6 EliteCashAmount = 8 HeroicCashAmount = 10 XpPerCashUpdate = 1 PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly. End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = SpecialAbility ModuleTag_04 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding UpdateModuleStartsAttack = Yes InitiateSound = HackerVoiceHack End Behavior = SpecialAbilityUpdate ModuleTag_05 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding StartAbilityRange = 150.0 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) PreparationTime = 3000 ;PersistentPrepTime = 500 ; old setting PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered ; This is also how often a new particle system effect is spawned EffectDuration = 2000 SpecialObject = BinaryDataStream DisableFXParticleSystem = DisabledEffectBinaryShower0 PackSound = HackerPack UnpackSound = HackerUnpack PrepSoundLoop = HackerPrepLoop AwardXPForTriggering = 0 ;Careful, this is persistant so it's a DoT xp gain! ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = SquishCollide ModuleTag_08 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_11 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object Tank_HelixBlades ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NVHelix_prop Animation = NVHelix_prop.NVHelix_prop AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Comanche Side = ChinaTankGeneral ; *** ENGINEERING Parameters *** KindOf = PRELOAD IMMOBILE Behavior = PhysicsBehavior ModuleTag_02 AllowBouncing = No End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 1000 ; min lifetime in msec MaxLifetime = 2000 ; max lifetime in msec End Behavior = DestroyDie ModuleTag_die End End ;------------------------------------------------------------------------------ Object Tank_ChinaTankBattleMaster ; *** ART Parameters *** SelectPortrait = SNBattlemaster_L ButtonImage = SNBattlemaster UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVBtMstr Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = NVBtMstr_D Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = RUBBLE Model = NVBtMstr_D Turret = Turret01 End TrackMarks = EXTnkTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:BattleMaster Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY BattleMasterTankGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Tank_BattleMasterTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 700 BuildTime = 12.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaVehicleBattleMasterCommandSet ; *** AUDIO Parameters *** VoiceSelect = BattleMasterTankVoiceSelect VoiceMove = BattleMasterTankVoiceMove VoiceGuard = BattleMasterTankVoiceMove VoiceAttack = BattleMasterTankVoiceAttack SoundMoveStart = BattleMasterTankMoveStart SoundMoveStartDamaged = BattleMasterTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = BattleMasterTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceCrush = BattleMasterTankVoiceCrush VoiceEnter = BattleMasterTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 400.0 InitialHealth = 400.0 ; 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 = 800 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = MaxHealthUpgrade ModuleTag_Composite TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = VeterancyGainCreate ModuleTag_14 StartingLevel = VETERAN End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 120 ; turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BattleMasterLocomotor Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor Behavior = VeterancyGainCreate ModuleVet_01 StartingLevel = ELITE ScienceRequired = SCIENCE_BattlemasterTraining End Behavior = HordeUpdate ModuleTag_04 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_05 Mass = 40.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = NuclearTankDeathWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = LocomotorSetUpgrade ModuleTag_07 TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = WeaponSetUpgrade ModuleTag_17 TriggeredBy = Tank_Upgrade_ChinaTankAutoLoader End ; A crushing defeat Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_11 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankBattleMasterDebris FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = TransitionDamageFX ModuleTag_13 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 GeometryHeight = 10 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaTankEmperor ; *** ART Parameters *** SelectPortrait = SNEmpTank_L ButtonImage = SNEmpTank UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon UpgradeCameo4 = Upgrade_ChinaOverlordPropagandaTower UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DOverlordTankDraw ModuleTag_01 ConditionState = NONE Model = NVOvrlrdT Animation = NVOvrlrdT.NVOvrlrdT AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = NVOvrlrdT_D Animation = NVOvrlrdT_D.NVOvrlrdT_D AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = RUBBLE Model = NVOvrlrdT_D1 Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End TrackMarks = EXTnkTrack.tga OkToChangeModelColor = Yes TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:Tank_Overlord Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY OverlordTankGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY OverlordTankGun Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range ;gattling cannon upgrade has been made. End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1900 BuildTime = 20.0 ;in seconds VisionRange = 150 ShroudClearingRange = 200 Prerequisites Object = Tank_ChinaWarFactory Object = Tank_ChinaPropagandaCenter End ExperienceValue = 200 200 400 600 ;Experience point value at each level ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaTankEmperorDefaultCommandSet ; *** AUDIO Parameters *** VoiceSelect = EmperorTankVoiceSelect SoundMoveStart = OverlordTankMoveStart SoundMoveStartDamaged = OverlordTankMoveStart VoiceMove = EmperorTankVoiceMove VoiceGuard = EmperorTankVoiceMove VoiceAttack = OverlordTankVoiceAttack UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = OverlordTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = OverlordTankTurretMoveLoop VoiceCrush = OverlordTankVoiceCrush VoiceEnter = EmperorTankVoiceMove VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 1100.0 InitialHealth = 1100.0 ; 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 = 50 End Behavior = MaxHealthUpgrade ModuleTag_Composite TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = VeterancyGainCreate ModuleTag_23 StartingLevel = VETERAN End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL OverlordLocomotor Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = NuclearTankDeathWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = LocomotorSetUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End ; Prop Tower is intrinsic. Plus, GrantUpgradeCreates on units crash savegames if the unit is Elite. ; Behavior = GrantUpgradeCreate ModuleTag_22 ; UpgradeToGrant = Upgrade_ChinaOverlordPropagandaTower ; ExemptStatus = UNDER_CONSTRUCTION ; End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_OverlordGattlingCannon TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ;ConflictsWith = Upgrade_ChinaOverlordBattleBunker End Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ;ConflictsWith = Upgrade_ChinaOverlordBattleBunker End ;Propaganda tower is an innate ability without using art or subobjects. ;Behavior = ObjectCreationUpgrade ModuleTag_08 ; UpgradeObject = OCL_EmperorPropagandaTower ; TriggeredBy = Upgrade_ChinaOverlordPropagandaTower ; ConflictsWith = Upgrade_ChinaOverlordBattleBunker ;End ; Doesn't get this upgrade! ; Behavior = ObjectCreationUpgrade ModuleTag_09 ; UpgradeObject = OCL_OverlordBattleBunker ; TriggeredBy = Upgrade_ChinaOverlordBattleBunker ; ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower ; End Behavior = ProductionUpdate ModuleTag_10 ; MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame MaxQueueEntries = 2; Propaganda model is hacked to not show up. End Behavior = CommandSetUpgrade ModuleTag_11 CommandSet = Tank_ChinaTankOverlordGattlingCannonCommandSet TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker End ;Behavior = CommandSetUpgrade ModuleTag_12 ; CommandSet = Tank_ChinaTankOverlordPropagandaTowerCommandSet ;TriggeredBy = Upgrade_ChinaOverlordPropagandaTower ;ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker ;End ; Behavior = CommandSetUpgrade ModuleTag_13 ; CommandSet = Tank_ChinaTankOverlordBattleBunkerCommandSet ; TriggeredBy = Upgrade_ChinaOverlordBattleBunker ; ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower ; End Behavior = PhysicsBehavior ModuleTag_14 Mass = 50.0 End Behavior = PropagandaTowerBehavior ModulePropaganda_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds HealPercentEachSecond = 1% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaOverlordPropagandaTower UpgradedHealPercentEachSecond = 2% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates AffectsSelf = Yes ; Needs this since Tower is not seperate object for Emperor End ; Smoke for a bit then explode ; Behavior = SlowDeathBehavior ;; ProbabilityModifier = 25 ; DestructionDelay = 1500 ; DestructionDelayVariance = 500 ; FX = INITIAL FX_OverlordSmoke ; OCL = FINAL OCL_ChinaTankOverlordDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Catch fire, and explode death ; Behavior = SlowDeathBehavior ;; ProbabilityModifier = 25 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_CrusaderCatchFire ; OCL = FINAL OCL_ChinaTankOverlordDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_16 ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankOverlordDebris FX = FINAL FX_OverlordExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_17 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_18 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 13.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaTankOverlordGattlingCannon ; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 DefaultConditionState Model = NVOvrlrd_G Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = CONTINUOUS_FIRE_SLOW Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = REALLYDAMAGED Model = NVOvrlrd_GD Turret = TURRET01 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 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End End ; ***DESIGN parameters *** Side = ChinaTankGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun Weapon = SECONDARY GattlingBuildingGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = VeterancyGainCreate ModuleTag_07 StartingLevel = VETERAN End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = WeaponBonusUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaChainGuns End Behavior = StealthDetectorUpdate ModuleTag_06 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ; Defaults to VisionRange CanDetectWhileContained = Yes End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaTankOverlordPropagandaTower ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 ConditionState = NONE Model = NVOvrlrd_S Animation = NVOvrlrd_S.NVOvrlrd_S AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = NVOvrlrd_SD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVOvrlrd_S Animation = NVOvrlrd_S.NVOvrlrd_S AnimationMode = LOOP End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaTankGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 ; End Behavior = VeterancyGainCreate ModuleTag_06 StartingLevel = VETERAN End Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds HealPercentEachSecond = 1% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 2% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaTankOverlordBattleBunker ; *** ART Parameters *** SelectPortrait = SNBunker_L ButtonImage = SNBunker ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 ConditionState = NONE Model = NVOvrlrd_B End ConditionState = REALLYDAMAGED Model = NVOvrlrd_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVOvrlrd_B End ConditionState = NIGHT REALLYDAMAGED Model = NVOvrlrd_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = ChinaTankGeneral EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = VeterancyGainCreate ModuleTag_05 StartingLevel = VETERAN End Behavior = TransportContain ModuleTag_03 Slots = 5 PassengersAllowedToFire = Yes AllowInsideKindOf = INFANTRY EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% End Behavior = DestroyDie ModuleTag_04 ;nothing End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Dragon Tank Object Tank_ChinaTankDragon ; *** ART Parameters *** SelectPortrait = SNDragonTank_L ButtonImage = SNDragonTank UpgradeCameo1 = Upgrade_ChinaBlackNapalm UpgradeCameo2 = Upgrade_AmericaCompositeArmor ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVDragon Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End ConditionState = REALLYDAMAGED Model = NVDragon_D Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End ConditionState = RUBBLE Model = NVDragon_D Turret = Turret TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:Dragon Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY DragonTankFlameWeapon Weapon = SECONDARY DragonTankFireWallWeapon AutoChooseSources = SECONDARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY DragonTankFlameWeaponUpgraded Weapon = SECONDARY DragonTankFireWallWeaponUpgraded AutoChooseSources = SECONDARY NONE WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock End ArmorSet Conditions = None Armor = DragonTankArmor DamageFX = TankDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 100 ShroudClearingRange = 200 Prerequisites Object = Tank_ChinaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTankDragonCommandSet ; *** AUDIO Parameters *** VoiceSelect = DragonTankVoiceSelect VoiceMove = DragonTankVoiceMove VoiceGuard = DragonTankVoiceMove VoiceAttack = DragonTankVoiceAttack SoundMoveStart = DragonTankMoveStart SoundMoveStartDamaged = DragonTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = DragonTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceEnter = DragonTankVoiceMove VoiceFlameLocation = DragonTankVoiceFireStorm End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 280.0 InitialHealth = 280.0 ; 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 = 560 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = MaxHealthUpgrade ModuleTag_Composite TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = VeterancyGainCreate ModuleTag_14 StartingLevel = VETERAN End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 120 TurretPitchRate = 120 AllowsPitch = Yes MinPhysicalPitch = -15 TurretFireAngleSweep = PRIMARY 10 TurretFireAngleSweep = SECONDARY 60 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL DragonLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = WeaponSetUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaBlackNapalm End ; A crushing defeat Behavior = DestroyDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; just explode death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ; ProbabilityModifier = 33 DestructionDelay = 500 DestructionDelayVariance = 500 FX = INITIAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_DragonDebris FX = FINAL FX_DragonTankDeathExplosionFinal End ; Catch fire, and explode death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 33 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_CrusaderCatchFire ; OCL = FINAL OCL_DragonDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Napalm spills out, and explode death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 34 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_DragonNapalmSpill ; OCL = FINAL OCL_DragonDebris ; FX = FINAL FX_DragonTankDeathExplosionFinal ; End ; Turret fly off death ; Behavior = SlowDeathBehavior ; DeathTypes = ALL -CRUSHED -SPLATTED ;; ProbabilityModifier = 25 ; DestructionDelay = 500 ; DestructionDelayVariance = 100 ; FX = INITIAL FX_GenericTankDeathEffect ; OCL = MIDPOINT OCL_DragonDebris ; FX = FINAL FX_GenericTankDeathExplosionFinal ; End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_13 ; ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes Psys:DragonTransitionFire ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_DragonDamageTransition End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 11.0 ; Height set to allow clear clipping of projectile stream GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaVehicleTroopCrawler ; *** ART Parameters *** SelectPortrait = SNTransport_L ButtonImage = SNTransport ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVTCrawler ;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here End ConditionState = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' ; @todo find out why a non-animating model like this has such trouble matching ; reallydamaged against moving against rubble, etc. Model = NVTCrawler_D End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray ; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Wheel01 RightFrontTireBone = Wheel08 LeftRearTireBone = Wheel03 RightRearTireBone = Wheel05 MidLeftFrontTireBone = Wheel02 MidRightFrontTireBone = Wheel07 MidLeftRearTireBone = Wheel04 MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End ; ***DESIGN parameters *** DisplayName = OBJECT:TroopCrawler Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;Just enough to fit into a Chinook. WeaponSet Conditions = None Weapon = PRIMARY TroopCrawlerAssault End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1400 BuildTime = 15.0 ;in seconds VisionRange = 175 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks! ShroudClearingRange = 400 Prerequisites Object = Tank_ChinaWarFactory End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTroopCrawlerCommandSet ; *** AUDIO Parameters *** VoiceSelect = TroopCrawlerVoiceSelect VoiceMove = TroopCrawlerVoiceMove VoiceGuard = TroopCrawlerVoiceMove VoiceAttack = TroopCrawlerVoiceAttack SoundMoveStart = TroopCrawlerMoveStart SoundMoveStartDamaged = TroopCrawlerMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = TroopCrawlerVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = TroopCrawlerVoiceCrush VoiceUnload = TroopCrawlerVoiceUnload VoiceEnter = TroopCrawlerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. PingSound = IRPing LoudPingSound = IRPingLoud IRParticleSysName = IRDetectSonar IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End ;OBSOLETE ; Behavior = AIUpdateInterface ModuleTag_04 ; Turret ; ControlledWeaponSlots = PRIMARY ; End ; End Behavior = AssaultTransportAIUpdate ModuleTag_NewAI MembersGetHealedAtLifeRatio = 0.5 End Locomotor = SET_NORMAL TroopCrawlerLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = TransportContain ModuleTag_06 Slots = 8 InitialPayload = Tank_ChinaInfantryRedguard 8 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_FinalTroopCrawlerDebris End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaTankGattling ; *** ART Parameters *** SelectPortrait = SNGatlingTank_L ButtonImage = SNGatlingTank UpgradeCameo1 = Upgrade_AmericaCompositeArmor UpgradeCameo1 = Upgrade_ChinaChainGuns ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = MANUAL Turret = TURRET01 TurretPitch = TURRETEL01 WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle End ConditionState = REALLYDAMAGED RUBBLE Model = NVGattTank_D End ;-----pristine attacking---------------------- ConditionState = ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST ATTACKING Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End ;-----damaged attacking---------------------- ConditionState REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:GattlingTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GattlingTankGun PreferredAgainst = PRIMARY AIRCRAFT Weapon = SECONDARY GattlingTankGunAir End ArmorSet Conditions = None Armor = AntiAirVehicle DamageFX = TankDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 360 Prerequisites Object = Tank_ChinaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 80 200 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaVehicleGattlingTankCommandSet ; *** AUDIO Parameters *** VoiceSelect = GattlingTankVoiceSelect VoiceMove = GattlingTankVoiceMove VoiceGuard = GattlingTankVoiceMove VoiceAttack = GattlingTankVoiceAttack SoundMoveStart = GattlingTankMoveStart SoundMoveStartDamaged = GattlingTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = GattlingTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud VoiceCrush = GattlingTankVoiceCrush VoiceEnter = GattlingTankVoiceMove VoiceRapidFire = GattlingTankVoiceRapid End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 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 = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = MaxHealthUpgrade ModuleTag_Composite TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = AIUpdateInterface ModuleTag_03 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 ; since you never know from whence cometh danger End MoodAttackCheckRate = 250 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL GattlingTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End ; Behavior = DestroyDie ; ;nothing ; End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_05 ProbabilityModifier = 19 DestructionDelay = 200 DestructionDelayVariance = 100 SinkRate = 0.5 ; in Dist/Sec OCL = FINAL OCL_ChinaTankGattlingDebris FX = FINAL FX_GattlingExplosionOneFinal End Behavior = VeterancyGainCreate ModuleTag_23 StartingLevel = VETERAN End Behavior = CreateCrateDie ModuleTag_06 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_07 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = WeaponBonusUpgrade ModuleTag_22 TriggeredBy = Upgrade_ChinaChainGuns End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Supply Truck Object Tank_ChinaVehicleSupplyTruck ; *** ART Parameters *** SelectPortrait = SNSupplyTruck_L ButtonImage = SNSupplyTruck ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVSSUPPLYTK HideSubObject = Cargo01 End ConditionState = REALLYDAMAGED Model = NVSSUPPLYTK_D End ConditionState = RUBBLE Model = NVSSUPPLYTK_D End ConditionState = CARRYING ShowSubObject = Cargo01 End ConditionState = REALLYDAMAGED CARRYING Model = NVSSUPPLYTK_D ShowSubObject = Cargo01 End ConditionState = RUBBLE CARRYING Model = NVSSUPPLYTK_D ShowSubObject = Cargo01 End TrackMarks = EXTireTrack.tga LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftRearTireBone = Tire03 MidRightRearTireBone = Tire04 LeftRearTireBone = Tire05 RightRearTireBone = Tire06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyTruck Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaSupplyCenter End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaSupplyTruckCommandSet ; *** AUDIO Parameters *** VoiceSelect = SupplyTruckVoiceSelect VoiceMove = SupplyTruckVoiceMove VoiceAttack = NoSound SoundMoveStart = SupplyTruckMoveStart SoundMoveStartDamaged = SupplyTruckMoveStart UnitSpecificSounds VoiceCreate = SupplyTruckVoiceCreate TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceSupply = SupplyTruckVoiceSupply VoiceCrush = SupplyTruckVoiceCrush VoiceEnter = SupplyTruckVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End ExperienceValue = 50 50 50 50 ;Experience point value at each level Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 200 DestructionDelayVariance = 100 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_ChinaSupplyTruckDeathEffect End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_ChinaSupplyTruck_CrushEffect End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = FlammableUpdate ModuleTag_10 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; A crushing defeat Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData End Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Construction Dozer Object Tank_ChinaVehicleDozer ; *** ART Parameters *** SelectPortrait = SNDozer_L ButtonImage = SNDozer ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVCONSTDOZ_A ParticleSysBone = EXHAUST01 DozerSmokeLight End ConditionState = MOVING ParticleSysBone = EXHAUST01 DozerSmokeHeavy End ConditionState = FIRING_A MOVING PREATTACK_A Model = NVCONSTDOZ_A Animation = NVCONSTDOZ_A.NVCONSTDOZ_A AnimationMode = ONCE ParticleSysBone = EXHAUST01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall End AliasConditionState = ATTACKING FIRING_A MOVING ConditionState = REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD End ConditionState = MOVING REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD ParticleSysBone = EXHAUST01 DozerSmokeHeavy End ConditionState = FIRING_A MOVING PREATTACK_A REALLYDAMAGED RUBBLE Model = NVCONSTDOZ_AD Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD AnimationMode = ONCE ParticleSysBone = EXHAUST01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall End AliasConditionState = ATTACKING FIRING_A MOVING REALLYDAMAGED RUBBLE TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:Dozer Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End ArmorSet Conditions = None Armor = DozerArmor ;Special Explosion-Proof Armor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaDozerCommandSet ; *** AUDIO Parameters *** VoiceSelect = DozerChinaVoiceSelect VoiceMove = DozerChinaVoiceMove VoiceEnter = DozerChinaVoiceMove VoiceTaskComplete = DozerChinaVoiceBuildComplete SoundMoveStart = DozerChinaMoveStart SoundMoveStartDamaged = DozerChinaMoveStart UnitSpecificSounds VoiceCreate = DozerChinaVoiceCreate VoiceCrush = DozerChinaVoiceCrush VoiceNoBuild = DozerChinaVoiceBuildNot VoiceRepair = DozerChinaVoiceRepair VoiceDisarm = DozerChinaVoiceClearMine VoiceEnter = DozerChinaVoiceMove VoiceBuildResponse = DozerChinaVoiceBuild End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL ChinaVehicleDozerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 100 DestructionDelay = 1500 DestructionDelayVariance = 600 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_ChinaDozerExplode FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_22 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = DestroyDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 17.0;new radius to align mine sweeping position ;GeometryMajorRadius = 21.0;old radius GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaTankECM ; *** ART Parameters *** SelectPortrait = SNbanshee_L ButtonImage = SNbanshee Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = WEAPONA01 DefaultConditionState Model = NVBANSHEE Turret = TURRET01 End ConditionState = REALLYDAMAGED Model = NVBANSHEE_D End ConditionState = RUBBLE Model = NVBANSHEE_D1 Turret = None End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:ECMTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ECMTankVehicleDisabler End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 360 Prerequisites Object = Tank_ChinaWarFactory Object = Tank_ChinaPropagandaCenter End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaVehicleECMTankCommandSet ; *** AUDIO Parameters *** VoiceSelect = FrequencyJammerVoiceSelect VoiceMove = FrequencyJammerVoiceMove VoiceGuard = FrequencyJammerVoiceMove VoiceAttack = FrequencyJammerVoiceAttack SoundMoveStart = MicrowaveTankMoveStart SoundMoveStartDamaged = MicrowaveTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = FrequencyJammerVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud VoiceCrush = NoSound VoiceEnter = FrequencyJammerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 180 // turn rate, in degrees per sec FiresWhileTurning = No MinIdleScanInterval = 0 ; in milliseconds MaxIdleScanInterval = 0 ; in milliseconds RecenterTime = 0 MinIdleScanAngle = 180 ; in degrees off the natural turret angle MaxIdleScanAngle = 180 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL GattlingTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End ; Behavior = DestroyDie ; ;nothing ; End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_05 ProbabilityModifier = 19 DestructionDelay = 200 DestructionDelayVariance = 100 SinkRate = 0.5 ; in Dist/Sec OCL = FINAL OCL_ChinaTankECMDebris FX = FINAL FX_GattlingExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_06 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_07 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CommandButtonHuntUpdate ModuleTag_22 ; allows use of command button hunt script with this unit. End Behavior = FireWeaponUpdate ModuleTag_23 Weapon = ECMTankMissileJammer ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long End Behavior = VeterancyGainCreate ModuleTag_24 StartingLevel = VETERAN End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tank_ChinaVehicleListeningOutpost ; *** ART Parameters *** SelectPortrait = NVLOutpost_L ButtonImage = NVLOutpost Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = IRFX ConditionState = NONE Model = NVLOUTPOST End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_D End ConditionState = RUBBLE Model = NVLOUTPOST_D1 HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End Draw = W3DModelDraw ModuleTag_33 OkToChangeModelColor = Yes ConditionState = NONE Model = NVLOUTPOST_B Animation = NVLOUTPOST_B.NVLOUTPOST_B AnimationMode = LOOP TransitionKey = Trans_Deployed End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_BD Animation = NVLOUTPOST_BD.NVLOUTPOST_BD AnimationMode = LOOP TransitionKey = Trans_Deployed_ReallyDamaged End ConditionState = MOVING Model = NVLOUTPOST_A Animation = NVLOUTPOST_A.NVLOUTPOST_A AnimationMode = LOOP TransitionKey = Trans_Moving End ConditionState = REALLYDAMAGED MOVING Model = NVLOUTPOST_AD Animation = NVLOUTPOST_AD.NVLOUTPOST_AD AnimationMode = LOOP TransitionKey = Trans_Moving_ReallyDamaged End ConditionState = RUBBLE Model = NONE End AliasConditionState = RUBBLE MOVING ;**** PACKING AND UNPACKING MODES *** TransitionState = Trans_Moving Trans_Deployed Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE End TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE End TransitionState = Trans_Deployed Trans_Moving Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE_BACKWARDS End End ; ***DESIGN parameters *** DisplayName = OBJECT:ListeningOutpost Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;Just enough to fit into a Chinook. WeaponSet Conditions = None Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 950 BuildTime = 15.0 ;in seconds VisionRange = 250 ShroudClearingRange = 500 Prerequisites Object = Tank_ChinaWarFactory End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaListeningOutpostCommandSet ; *** AUDIO Parameters *** VoiceSelect = ListeningOutpostVoiceSelect VoiceMove = ListeningOutpostVoiceMove VoiceGuard = ListeningOutpostVoiceMove VoiceAttack = ListeningOutpostVoiceAttack SoundMoveStart = RadarVanMoveStart SoundMoveStartDamaged = RadarVanMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ListeningOutpostVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = NoSound VoiceUnload = NoSound ; nothing recorded VoiceEnter = ListeningOutpostVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 300 ;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. ; PingSound = IRPing ; LoudPingSound = IRPingLoud ; IRParticleSysName = IRDetectSonar ; IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End Behavior = AssaultTransportAIUpdate ModuleTag_NewAI MembersGetHealedAtLifeRatio = 0.5 End Behavior = StealthUpdate ModuleTag_04 StealthDelay = 2000 ; msec StealthForbiddenConditions = MOVING RIDERS_ATTACKING FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Locomotor = SET_NORMAL ListeningOutpostLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 90.0 End Behavior = TransportContain ModuleTag_06 PassengersAllowedToFire = Yes Slots = 2 InitialPayload = Tank_ChinaInfantryTankHunter 2 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1789 FX = INITIAL FX_SupplyTruckExplosionOneFinal OCL = INITIAL OCL_InitialListeningOutpostDebris FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_FinalListeningOutpostDebris End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object Tank_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 = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_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 = Tank_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 = Tank_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 Tank_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 = ChinaTankGeneral 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 = Tank_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 ;------------------------------------------------------------------------------ ;China Nuclear Reactor Object Tank_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 = ChinaTankGeneral 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 Tank_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 = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_ChinaPowerPlant End BuildCost = 1500 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -1 CommandSet = Tank_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 = Tank_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 = Tank_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 Tank_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 = ChinaTankGeneral EditorSorting = STRUCTURE BuildCost = 500 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = Tank_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 = Tank_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 = Tank_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 Tank_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 = Tank_ChinaSupplyCenter End BuildCost = 1000 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = Tank_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 = Tank_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 Tank_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 = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_ChinaSupplyCenter End BuildCost = 2000 BuildTime = 15.0 ; in seconds EnergyProduction = -1 CommandSet = Tank_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 = Tank_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 Tank_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 = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_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 Tank_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 = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_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 = Tank_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 = Tank_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 Tank_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 = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_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 = Tank_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 = Tank_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 Tank_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 = ChinaTankGeneral EditorSorting = STRUCTURE 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 Prerequisites Object = Tank_ChinaWarFactory End ;******************************************************************************************************************* MaxSimultaneousOfType = 1 ; *** Kris: DO NOT INCREASE THIS NUMBER -- UNLESS YOU WANT TO INTRODUCE A LOT OF BUGS! *** ;******************************************************************************************************************* ; *** AUDIO Parameters *** VoiceSelect = CommandCenterChinaSelect 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 CAN_ATTACK 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 Tank_ChinaCommandCenter ; *** ART Parameters *** ; ------------ the main building itself ----------------- SelectPortrait = SNComCentr_L ButtonImage = SNComCentr Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ DefaultConditionState Model = NBConYardT Animation = NBConYardT.NBConYardT AnimationMode = LOOP End ConditionState = DAMAGED Model = NBConYardT_D Animation = NBConYardT_D.NBConYardT_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 = NBConYardT_E Animation = NBConYardT_E.NBConYardT_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 = NBConYardT_N Animation = NBConYardT_N.NBConYardT_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBConYardT_DN Animation = NBConYardT_DN.NBConYardT_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 = NBConYardT_EN Animation = NBConYardT_EN.NBConYardT_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 = NBConYardT_S Animation = NBConYardT_S.NBConYardT_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBConYardT_DS Animation = NBConYardT_DS.NBConYardT_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 = NBConYardT_ES Animation = NBConYardT_ES.NBConYardT_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 = NBConYardT_NS Animation = NBConYardT_NS.NBConYardT_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBConYardT_DNS Animation = NBConYardT_DNS.NBConYardT_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 = NBConYardT_ENS Animation = NBConYardT_ENS.NBConYardT_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 = NBConYardT Animation = NBConYardT.NBConYardT AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYardT_D Animation = NBConYardT_D.NBConYardT_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBConYardT_E Animation = NBConYardT_E.NBConYardT_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBConYardT_N Animation = NBConYardT_N.NBConYardT_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBConYardT_DN Animation = NBConYardT_DN.NBConYardT_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBConYardT_EN Animation = NBConYardT_EN.NBConYardT_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBConYardT_S Animation = NBConYardT_S.NBConYardT_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBConYardT_DS Animation = NBConYardT_DS.NBConYardT_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBConYardT_ES Animation = NBConYardT_ES.NBConYardT_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBConYardT_NS Animation = NBConYardT_NS.NBConYardT_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBConYardT_DNS Animation = NBConYardT_DNS.NBConYardT_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBConYardT_ENS Animation = NBConYardT_ENS.NBConYardT_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 = ChinaTankGeneral EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = Tank_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 = Early_SuperweaponEmergencyRepair UpgradeOCL = Early_SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = Early_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 = 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 = GrantUpgradeCreate ModuleTag_25 ; UpgradeToGrant = Upgrade_Nationalism ; ExemptStatus = UNDER_CONSTRUCTION ; End Behavior = OCLSpecialPower ModuleTag_26 SpecialPowerTemplate = Tank_SuperweaponTankParadrop UpgradeOCL = SCIENCE_TankParadrop3 Tank_SUPERWEAPON_TankParadrop3 UpgradeOCL = SCIENCE_TankParadrop2 Tank_SUPERWEAPON_TankParadrop2 OCL = Tank_SUPERWEAPON_TankParadrop1 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_27 SpecialPowerTemplate = SuperweaponFrenzy UpgradeOCL = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3 UpgradeOCL = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2 OCL = SUPERWEAPON_Frenzy1 CreateLocation = CREATE_AT_LOCATION End Behavior = CommandSetUpgrade ModuleTag_28 CommandSet = Tank_ChinaCommandCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_29 TriggeredBy = Upgrade_ChinaEMPMines 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 TechArtilleryPlatform ; *** ART Parameters *** SelectPortrait = SAArtillery_L ButtonImage = SAArtillery ; ========================= Main Model =============================== Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************************************** DefaultConditionState Model = ZBARTPLAT WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel Turret = Turret01 TurretPitch = TurretEL End ConditionState = CAPTURED Model = ZBARTPLAT ; Animation = ZBARTPLAT.ZBARTPLAT ; AnimationMode = LOOP End ; DAMAGED ********************************************************** ConditionState = DAMAGED Model = ZBARTPLAT_D End ConditionState = DAMAGED CAPTURED Model = ZBARTPLAT_D ; Animation = ZBARTPLAT_D.ZBARTPLAT_D ; AnimationMode = LOOP End ; REALLYDAMAGED **************************************************** ConditionState = REALLYDAMAGED Model = ZBARTPLAT_E End ConditionState = REALLYDAMAGED CAPTURED Model = ZBARTPLAT_E ; Animation = ZBARTPLAT_E.ZBARTPLAT_E AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = ZBARTPLAT_R End ; NIGHT ************************************************************ ConditionState = NIGHT Model = ZBARTPLAT_N End ConditionState = NIGHT CAPTURED Model = ZBARTPLAT_N ; Animation = ZBARTPLAT_N.ZBARTPLAT_N ; AnimationMode = LOOP End ; NIGHT DAMAGED **************************************************** ConditionState = DAMAGED NIGHT Model = ZBARTPLAT_D End ConditionState = DAMAGED NIGHT CAPTURED Model = ZBARTPLAT_D ; Animation = ZBARTPLAT_D.ZBARTPLAT_D ; AnimationMode = LOOP End ; NIGHT REALLYDAMAGED ********************************************** ConditionState = REALLYDAMAGED NIGHT Model = ZBARTPLAT_E End ConditionState = REALLYDAMAGED NIGHT CAPTURED Model = ZBARTPLAT_E ; Animation = ZBARTPLAT_E.ZBARTPLAT_E ; AnimationMode = LOOP End ; NIGHT RUBBLE ***************************************************** ConditionState = NIGHT RUBBLE Model = ZBARTPLAT_R End ; SNOW ************************************************************* ConditionState = SNOW Model = ZBARTPLAT_S End ConditionState = SNOW CAPTURED Model = ZBARTPLAT_S ; Animation = ZBARTPLAT_S.ZBARTPLAT_S ; AnimationMode = LOOP End ; SNOW DAMAGED ***************************************************** ConditionState = DAMAGED SNOW Model = ZBARTPLAT_DS End ConditionState = DAMAGED SNOW CAPTURED Model = ZBARTPLAT_DS ; Animation = ZBARTPLAT_DS.ZBARTPLAT_DS ; AnimationMode = LOOP End ; SNOW REALLYDAMAGED *********************************************** ConditionState = REALLYDAMAGED SNOW Model = ZBARTPLAT_ES End ConditionState = REALLYDAMAGED SNOW CAPTURED Model = ZBARTPLAT_ES ; Animation = ZBARTPLAT_ES.ZBARTPLAT_ES ; AnimationMode = LOOP End ; SNOW RUBBLE ****************************************************** ConditionState = SNOW RUBBLE Model = ZBARTPLAT_RS End ; SNOW NIGHT ******************************************************* ConditionState = SNOW NIGHT Model = ZBARTPLAT_NS End ConditionState = SNOW NIGHT CAPTURED Model = ZBARTPLAT_NS ; Animation = ZBARTPLAT_NS.ZBARTPLAT_NS ; AnimationMode = LOOP End ; SNOW NIGHT DAMAGED *********************************************** ConditionState = SNOW NIGHT DAMAGED Model = ZBARTPLAT_DNS End ConditionState = SNOW NIGHT DAMAGED CAPTURED Model = ZBARTPLAT_DNS ; Animation = ZBARTPLAT_DNS.ZBARTPLAT_DNS ; AnimationMode = LOOP End ; SNOW NIGHT REALLYDAMAGED ***************************************** ConditionState = SNOW NIGHT REALLYDAMAGED Model = ZBARTPLAT_ENS End ConditionState = SNOW NIGHT REALLYDAMAGED CAPTURED Model = ZBARTPLAT_ENS ; Animation = ZBARTPLAT_EN.ZBARTPLAT_ENS ; AnimationMode = LOOP End ; SNOW NIGHT RUBBLE ************************************************ ConditionState = SNOW NIGHT RUBBLE Model = ZBARTPLAT_RS End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBODerrick_F Animation = ZBODerrick_F.ZBODerrick_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED***************************************************** ConditionState = REALLYDAMAGED Model = ZBODerrick_FE Animation = ZBODerrick_FE.ZBODerrick_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:TechArtilleryPlatform EditorSorting = STRUCTURE VisionRange = 360.0 ShroudClearingRange = 360 ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CAN_ATTACK TECH_BASE_DEFENSE CONSERVATIVE_BUILDING Body = ActiveBody ModuleTag_03 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End WeaponSet Conditions = None Weapon = PRIMARY ArtilleryPlatformGun End CommandSet = StopOnlyGenericCommandSet Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes NaturalTurretPitch = 45 GroundUnitPitch = 20 MinPhysicalPitch = -20 ControlledWeaponSlots = PRIMARY 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 = FXListDie ModuleTag_07 DeathFX = WeaponFX_BombTruckDefaultBombDetonation End Behavior = BaseRegenerateUpdate ModuleTag_11 End Behavior = TransitionDamageFX ModuleTag_08 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Behavior = TechBuildingBehavior ModuleTag_09 End Behavior = FXListDie ModuleTag_10 DeathFX = FX_BuildingDie End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = ProductionUpdate ModuleTag_12 End Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 21.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechReinforcementPad ; *** ART Parameters *** SelectPortrait = LandingPad_L ButtonImage = LandingPad Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ZBLndBay ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay.ZBLndBay AnimationMode = LOOP End ConditionState = DAMAGED Model = ZBLndBay_D ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_D.ZBLndBay_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ZBLndBay_E ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_E.ZBLndBay_E AnimationMode = LOOP End ConditionState = NIGHT Model = ZBLndBay_N ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_N.ZBLndBay_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ZBLndBay_D ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_D.ZBLndBay_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ZBLndBay_E ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_E.ZBLndBay_E AnimationMode = LOOP End ;----------- SNOW ConditionState = SNOW Model = ZBLndBay_S ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_S.ZBLndBay_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ZBLndBay_DS ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_DS.ZBLndBay_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ZBLndBay_ES ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_ES.ZBLndBay_ES AnimationMode = LOOP End ;---------- SNOW NIGHT ConditionState = NIGHT SNOW Model = ZBLndBay_NS ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_NS.ZBLndBay_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ZBLndBay_DSN ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_DSN.ZBLndBay_DSN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ZBLndBay_ES ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBLndBay_ES.ZBLndBay_ES AnimationMode = LOOP End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBLndBay_F Animation = ZBLndBay_F.ZBLndBay_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED***************************************************** ConditionState = REALLYDAMAGED Model = ZBLndBay_FE Animation = ZBLndBay_FE.ZBLndBay_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End PlacementViewAngle = 45 ; ***DESIGN parameters *** DisplayName = OBJECT:TechReinforcementPad EditorSorting = STRUCTURE Prerequisites End EnergyProduction = 0 ShroudClearingRange = 200 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 *** KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE TECH_BUILDING CAPTURABLE NO_COLLIDE AUTO_RALLYPOINT CONSERVATIVE_BUILDING RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet MinDelay = 120000 MaxDelay = 120000 CreateAtEdge = Yes ; as opposed to just creating on self FactionTriggered = Yes ; This requires a controlling player before it works FactionOCL = Faction:America OCL:OCL_ReinforcementPadUSAVehicle FactionOCL = Faction:AmericaSuperWeaponGeneral OCL:OCL_SWGen_ReinforcementPadUSAVehicle FactionOCL = Faction:AmericaLaserGeneral OCL:OCL_LGen_ReinforcementPadUSAVehicle FactionOCL = Faction:AmericaAirForceGeneral OCL:OCL_AFGen_ReinforcementPadUSAVehicle FactionOCL = Faction:China OCL:OCL_ReinforcementPadCHIVehicle FactionOCL = Faction:ChinaTankGeneral OCL:OCL_TnkGen_ReinforcementPadCHIVehicle FactionOCL = Faction:ChinaInfantryGeneral OCL:OCL_InfGen_ReinforcementPadCHIVehicle FactionOCL = Faction:ChinaNukeGeneral OCL:OCL_NukeGen_ReinforcementPadCHIVehicle FactionOCL = Faction:Boss OCL:OCL_ReinforcementPadBossVehicle FactionOCL = Faction:GLA OCL:OCL_ReinforcementPadGLAVehicle FactionOCL = Faction:GLAToxinGeneral OCL:OCL_ToxGen_ReinforcementPadGLAVehicle FactionOCL = Faction:GLADemolitionGeneral OCL:OCL_DemoGen_ReinforcementPadGLAVehicle FactionOCL = Faction:GLAStealthGeneral OCL:OCL_StlthGen_ReinforcementPadGLAVehicle End Behavior = DestroyDie ModuleTag_06 End Behavior = DefaultProductionExitUpdate ModuleTag_07 NaturalRallyPoint = X: 0.0 Y:-60.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML UseSpawnRallyPoint = Yes 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 = TechBuildingBehavior ModuleTag_12 End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = BaseRegenerateUpdate ModuleTag_11 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 = 35.0 GeometryMinorRadius = 52.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechRepairPad ; *** ART Parameters *** SelectPortrait = SADropZone_L ButtonImage = SADropZone 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 End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBODerrick_F Animation = ZBODerrick_F.ZBODerrick_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED***************************************************** ConditionState = REALLYDAMAGED Model = ZBODerrick_FE Animation = ZBODerrick_FE.ZBODerrick_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:TechRepairPad EditorSorting = STRUCTURE Prerequisites End EnergyProduction = 0 ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ;**FIX**? ;CommandSet = TechReinforcementPadCommandSet ; *** AUDIO Parameters *** VoiceSelect = SupplyDropZoneSelect UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE TECH_BUILDING CAPTURABLE REPAIR_PAD CONSERVATIVE_BUILDING RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = RepairDockUpdate ModuleTag_05 TimeForFullHeal = 5000 ;(in milliseconds) AllowsPassthrough = Yes NumberApproachPositions = 5 End Behavior = DestroyDie ModuleTag_06 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 = TechBuildingBehavior ModuleTag_12 End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = BaseRegenerateUpdate ModuleTag_11 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 TechRepairbay ; *** ART Parameters *** SelectPortrait = RepairBay_L ButtonImage = RepairBay Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ZBRprBay ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay.ZBRprBay AnimationMode = LOOP End ConditionState = DAMAGED Model = ZBRprBay_D ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_D.ZBRprBay_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ZBRprBay_E ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_E.ZBRprBay_E AnimationMode = LOOP End ConditionState = NIGHT Model = ZBRprBay_N ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_N.ZBRprBay_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ZBRprBay_D ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_D.ZBRprBay_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ZBRprBay_E ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_E.ZBRprBay_E AnimationMode = LOOP End ;----------- SNOW ConditionState = SNOW Model = ZBRprBay_S ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_S.ZBRprBay_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ZBRprBay_DS ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_DS.ZBRprBay_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ZBRprBay_ES ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_ES.ZBRprBay_ES AnimationMode = LOOP End ;---------- SNOW NIGHT ConditionState = NIGHT SNOW Model = ZBRprBay_NS ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_NS.ZBRprBay_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ZBRprBay_DSN ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_DSN.ZBRprBay_DSN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ZBRprBay_ES ;ParticleSysBone = Flare01 LandingZoneSmoke Animation = ZBRprBay_ES.ZBRprBay_ES AnimationMode = LOOP End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBRprBay_F Animation = ZBRprBay_F.ZBRprBay_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED***************************************************** ConditionState = REALLYDAMAGED Model = ZBRprBay_FE Animation = ZBRprBay_FE.ZBRprBay_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End PlacementViewAngle = 45 ; ***DESIGN parameters *** DisplayName = OBJECT:TechRepairBay EditorSorting = STRUCTURE Prerequisites End EnergyProduction = 0 ShroudClearingRange = 200 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 *** KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE TECH_BUILDING CAPTURABLE NO_COLLIDE CONSERVATIVE_BUILDING RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 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 = TechBuildingBehavior ModuleTag_12 End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = BaseRegenerateUpdate ModuleTag_11 End ;Kris: Cut, functionality changed to grant autoheal to army. ;Behavior = RepairDockUpdate ModuleTag_13 ; TimeForFullHeal = 5000 ;(in milliseconds) ; NumberApproachPositions = 5 ;End Behavior = AutoHealBehavior ModuleTag_AutoHeal01 HealingAmount = 2 HealingDelay = 1000 ; msec AffectsWholePlayer = Yes StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT 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 MOAB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = PMMoab End End ; ***DESIGN parameters *** DisplayName = OBJECT:DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;;;;;;; Behavior = CreateObjectDie ModuleTag_03 ; Lorenzen Killed 5/31 ;;;;;;; CreationList = OCL_MOABExplode ;;;;;;; End ;;;;;;; Behavior = CreateObjectDie ModuleTag_10 ;;;;;;; CreationList = OCL_MOABEffectSpheroid ;;;;;;; End ;Duplicate effect, exists in FireFX for WeaponFX_MOAB_Blast ;Behavior = FXListDie ModuleTag_04 ; DeathFX = WeaponFX_MOAB_Blast ;End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 5.0 ;;; changed from previous, 50 TargetHeightIncludesStructures = Yes End Behavior = SpecialPowerCompletionDie ModuleTag_09 SpecialPowerTemplate = SuperweaponMOAB End Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 DeathWeapon = MOABDetonationWeapon StartsActive = Yes End Behavior = SmartBombTargetHomingUpdate ModuleTag_11 CourseCorrectionScalar = 0.99 ; 1=no homing, 0=snapto; 0.99=smooth, 0.95=too-fast End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object MOABGas ; *** ART Parameters *** ; Draw = W3DModelDraw ;; ConditionState = NONE ; Model = PMDumpst04 ; End ; End ; *** DESIGN Parameters *** ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 AerodynamicFriction = 7 ; this is now friction-per-sec ForwardFriction = 200 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 TargetHeightIncludesStructures = Yes DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = INITIAL FX_MOABIgnite FX = FINAL FX_MOABFinalExplosion Weapon = MIDPOINT MOABFlameWeapon ; Just a spot of flame to light trees on fire Weapon = FINAL MOABDetonationWeapon End End ;------------------------------------------------------------------------------ ;This beam destroys incoming missles ;------------------------------------------------------------------------------ Object AvengerPointDefenseLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:255 G:180 B:100 A:120 ;The inside color of the laser (hot) OuterBeamWidth = 10 ;The total width of beam OuterColor = R:100 G:100 B:100 A:60 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 250 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE INERT ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = AvengerDestroySmoke End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 95 ; min lifetime in msec MaxLifetime = 95 ; max lifetime in msec End Behavior = DestroyDie ModuleTag_04 ;nothing End End ;------------------------------------------------------------------------------ ;This beam destroys enemy aircraft ;------------------------------------------------------------------------------ Object AvengerLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:100 G:0 B:0 A:100 ;The inside color of the laser (hot) OuterBeamWidth = 15 ;The total width of beam OuterColor = R:100 G:0 B:0 A:0 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE INERT Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 ClientUpdate = LaserUpdate ModuleTag_07 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = AvengerStarburst PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 205 ; min lifetime in msec MaxLifetime = 205 ; max lifetime in msec End End ;------------------------------------------------------------------------------ ;This beam targets troops and passes the info to other weapon systems ;------------------------------------------------------------------------------ Object AvengerTargetingLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 5 ;The total width of beam InnerColor = R:50 G:50 B:255 A:50 ;The inside color of the laser (hot) OuterBeamWidth = 1 ;The total width of beam OuterColor = R:255 G:0 B:126 A:150 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE INERT ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = GenericBlueLaserFlare TargetParticleSystem = GenericBlueLaserFlare End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 210 ; min lifetime in msec MaxLifetime = 210 ; max lifetime in msec End Behavior = DestroyDie ModuleTag_04 ;nothing End End ;------------------------------------------------------------------------------ Object MicrowaveDisableStream ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXSineWave.tga Tile = Yes TilingScalar = .5 ScrollRate = -10 ;Scrolls the texture offset this fast -- towards(-) away(+) NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 InnerBeamWidth = 8 ;The total width of beam InnerColor = R:100 G:200 B:100 A:50 ;The inside color of the laser (hot) OuterBeamWidth = 5.0 ;The total width of beam OuterColor = R:96 G:255 B:96 A:5 ;The outside color of the laser (cool) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = GenericGreenLaserFlare TargetParticleSystem = HackFlare End Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 126 ; min lifetime in msec MaxLifetime = 126 ; max lifetime in msec End End ;-------------------------------------------------------------------------------------------------------------- Object ECMDisableStream ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 1 ;The total width of beam InnerColor = R:5 G:25 B:5 A:100 ;The inside color of the laser (hot) OuterBeamWidth = 50 ;The total width of beam OuterColor = R:10 G:100 B:10 A:75 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = 35 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 1 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = 0.05 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = GenericGreenLaserFlare TargetParticleSystem = GenericGreenLaserFlare End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 210 ; min lifetime in msec MaxLifetime = 640 ; max lifetime in msec End Behavior = DestroyDie ModuleTag_04 ;nothing End End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object ChinaCarpetBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarpetBomb Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ChinaCarpetBombWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponChinaCarpetBomb End Behavior = FXListDie ModuleTag_08 DeathFX = FX_CarpetBomb End Behavior = DestroyDie ModuleTag_09 ;nothing End End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object SpectreHowitzerShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVSpectreShell1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 1.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. FX = FX_NukeGLA End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_09 Mass = 1 End Behavior = DumbProjectileBehavior ModuleTag_10 End ; Locomotor = SET_NORMAL SpectreHowitzerShellLocomotor Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Scale = 0.6 ;Scaling Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ Object HumveeMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 1000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 3 IgnitionFX = FX_HumveeMissileIgnition End Locomotor = SET_NORMAL RocketBuggyMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini ;------------------------------------------------------------------------------ Object PatriotMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:PatriotMissile EditorSorting = VEHICLE VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 50 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 5 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object A10ThunderboltMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVWarthog_M ParticleSysBone = NONE MissileExhaust End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors ; The weapon is in OCL.ini. This makes it do double damage secretly. ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 ; DeathWeapon = A10ThunderboltMissileWeapon ; StartsActive = Yes ; End Behavior = PhysicsBehavior ModuleTag_08 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_09 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 30 ; in dist/sec IgnitionDelay = 0 IgnitionFX = FX_A10ThunderboltMissileIgnition End ; It's a missile, it needs to hit so it can +DETONATED ; Behavior = HeightDieUpdate ModuleTag_10 ; TargetHeight = 1.0 ; TargetHeightIncludesStructures = No ; End Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Behavior = SpecialPowerCompletionDie ModuleTag_11 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike End ; Geometry = Sphere ; GeometryIsSmall = Yes ;GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object RaptorJetMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End Behavior = WeaponBonusUpgrade ModuleTag_99 TriggeredBy = Upgrade_AmericaLaserMissiles End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_07 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL RaptorJetMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object StealthJetMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVStealth_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End Behavior = WeaponBonusUpgrade ModuleTag_99 TriggeredBy = Upgrade_AmericaLaserMissiles End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = BunkerBusterBehavior ModuleTag_04 UpgradeRequired = Upgrade_AmericaBunkerBusters DetonationFX = FX_BunkerBusterExplosion ; the big detonation kaboom at the bottom CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact ; the crash bang crunch FX on the way through the bunker ceiling CrashThroughBunkerFXFrequency = 571 ; msec... how often to play the crash bang crunch FX on the way through the bunker ceiling SeismicEffectRadius = 200 SeismicEffectMagnitude = 5 ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName End Behavior = PhysicsBehavior ModuleTag_07 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition DetonateCallsKill = Yes KillSelfDelay = 2000 ;two seconds of crash bang crunch before we actually detonate End Locomotor = SET_NORMAL StealthJetMissileLocomotor ; Behavior = HeightDieUpdate ModuleTag_09 ; TargetHeight = -20.0 ; TargetHeightIncludesStructures = Yes ; End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object CarpetBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarpetBomb Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = CarpetBombWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponCarpetBomb End Behavior = FXListDie ModuleTag_08 DeathFX = FX_CarpetBomb End Behavior = DestroyDie ModuleTag_09 ;nothing End End ;------------------------------------------------------------------------------ Object AuroraBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End VisionRange = 0.0 ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 75.0 AerodynamicFriction = 2 ; this is now friction-per-sec ForwardFriction = 2 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, ; but there's a good reason: the Aurora moves so freakin' fast that it's really ; hard to (1) find a reliable drop location, and (2) actually get it close enough to ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle) ; navigation on the way down. This works pretty well and actually looks much better ; than you might think. (srj) Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 End Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ ; this is the "standard" mine used for building upgrades Object ChinaStandardMine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! ; fix someday! (srj) ConditionState = NONE Model = EXAMineGroup ParticleSysBone = Mine01 MineFX ParticleSysBone = Mine02 MineFX ParticleSysBone = Mine03 MineFX ParticleSysBone = Mine04 MineFX ParticleSysBone = Mine05 MineFX ParticleSysBone = Mine06 MineFX ParticleSysBone = Mine07 MineFX ParticleSysBone = Mine08 MineFX End ConditionState = RUBBLE Model = None End End ; ***DESIGN parameters *** DisplayName = OBJECT:StructureMine EditorSorting = MISC_MAN_MADE KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON ArmorSet Conditions = None Armor = MineArmor DamageFX = None End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 0.0% FriendlyOpacityMax = 0.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No End ; this is a misleading name, since it's really single-Mine Behavior... Behavior = MinefieldBehavior ModuleTag_04 DetonationWeapon = StructureMineWeapon ; what happens when we detonate DetonatedBy = ENEMIES NEUTRAL ; we no longer want the "scoot" behavior. it looks funky with current art. (srj) ;ScootFromStartingPointTime = 500 RepeatDetonateMoveThresh = 5.0 NumVirtualMines = 8 Regenerates = Yes ; Standard mines DO regenerate. StopsRegenAfterCreatorDies = Yes DegenPercentPerSecondAfterCreatorDies = 3.33% ; take about 30 seconds to die. End ; Standard mines DO heal. Behavior = AutoHealBehavior ModuleTag_05 StartsActive = Yes HealingAmount = 2 HealingDelay = 5000 ; msec StartHealingDelay = 15000 ; wait this long after we are damaged to start healing End Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ; this is the "EMP" mine used for building upgrades Object ChinaEMPMine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! ; fix someday! (srj) ConditionState = NONE Model = EXAMineGroup ParticleSysBone = Mine01 MineFXPurple ParticleSysBone = Mine02 MineFXPurple ParticleSysBone = Mine03 MineFXPurple ParticleSysBone = Mine04 MineFXPurple ParticleSysBone = Mine05 MineFXPurple ParticleSysBone = Mine06 MineFXPurple ParticleSysBone = Mine07 MineFXPurple ParticleSysBone = Mine08 MineFXPurple End ConditionState = RUBBLE Model = None End End ; ***DESIGN parameters *** DisplayName = OBJECT:StructureEMPMine EditorSorting = MISC_MAN_MADE KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON ArmorSet Conditions = None Armor = MineArmor DamageFX = None End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 0.0% FriendlyOpacityMax = 0.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No End ;this is a misleading name, since it's really single-Mine Behavior... Behavior = MinefieldBehavior ModuleTag_04 ;DetonationWeapon = StructureUpgradeEMPMineWeapon ; what happens when we detonate DetonationWeapon = NeutronMineWeapon DetonatedBy = ENEMIES NEUTRAL RepeatDetonateMoveThresh = 5.0 NumVirtualMines = 8 Regenerates = Yes ; Standard mines DO regenerate. StopsRegenAfterCreatorDies = Yes DegenPercentPerSecondAfterCreatorDies = 3.33% ; take about 30 seconds to die. ;CreationList = OCL_EMPMineEffectSpheroid End ; Standard mines DO heal. Behavior = AutoHealBehavior ModuleTag_05 StartsActive = Yes HealingAmount = 2 HealingDelay = 5000 ; msec StartHealingDelay = 15000 ; wait this long after we are damaged to start healing End Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 1.0 GeometryIsSmall = No End Object NeutronBlastObject ; *** ART Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 100.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = No SnapToGroundOnDeath = Yes InitialDelay = 0 ; Can't explode in the first second so we don't explode on the pad End Behavior = NeutronBlastBehavior ModuleTag_06 BlastRadius = 20 AffectAirborne = No AffectAllies = No End ; Behavior = FXListDie ModuleTag_07 ; DeathFX = Neutron_WeaponFX_Mine ; OrientToObject = Yes ; End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object ChinaClusterMine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! ; fix someday! (srj) ConditionState = NONE Model = EXAMineGroup ParticleSysBone = Mine01 MineFX ParticleSysBone = Mine02 MineFX ParticleSysBone = Mine03 MineFX ParticleSysBone = Mine04 MineFX ParticleSysBone = Mine05 MineFX ParticleSysBone = Mine06 MineFX ParticleSysBone = Mine07 MineFX ParticleSysBone = Mine08 MineFX End ConditionState = RUBBLE Model = None End End ; ***DESIGN parameters *** DisplayName = OBJECT:ClusterMine EditorSorting = MISC_MAN_MADE KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON ArmorSet Conditions = None Armor = MineArmor DamageFX = None End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 0.0% FriendlyOpacityMax = 0.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No End ; this is a misleading name, since it's really single-Mine Behavior... Behavior = MinefieldBehavior ModuleTag_04 DetonationWeapon = ClusterMineWeapon ; what happens when we detonate DetonatedBy = ENEMIES NEUTRAL ScootFromStartingPointTime = 1000 RepeatDetonateMoveThresh = 5.0 NumVirtualMines = 8 Regenerates = No ; Cluster mines do not regenerate. End Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object ClusterMinesBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXAMine_A End End ; ***DESIGN parameters *** DisplayName = OBJECT:ClusterMinesBomb Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; alas, this DOES need ai... Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = GenerateMinefieldBehavior ModuleTag_05 MineName = ChinaClusterMine DistanceAroundObject = 80 GenerateOnlyOnDeath = Yes SmartBorder = Yes SmartBorderSkipInterior = No AlwaysCircular = Yes GenerationFX = WeaponFX_ClusterMineImpact End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 60.0 TargetHeightIncludesStructures = No End Behavior = DestroyDie ModuleTag_07 ;nothing End Geometry = SPHERE ;Collision geometry GeometryMajorRadius = 1.0 ;Collision major radius GeometryMinorRadius = 1.0 ;Collision minor radius GeometryHeight = 1.0 ;Height for geometry GeometryIsSmall = Yes ;Is small geometry End ;------------------------------------------------------------------------------ Object EMPPulseBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXAMine_A End End ; ***DESIGN parameters *** DisplayName = OBJECT:EMPPulseBomb Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; alas, this DOES need ai... Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_05 TargetHeight = 15.0 TargetHeightIncludesStructures = No End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_EMPPulseEffectSpheroids End Behavior = FXListDie ModuleTag_07 DeathFX = WeaponFX_EMPPulseImpact OrientToObject = No End Behavior = DestroyDie ModuleTag_08 ;nothing End Geometry = SPHERE ;Collision geometry GeometryMajorRadius = 1.0 ;Collision major radius GeometryMinorRadius = 1.0 ;Collision minor radius GeometryHeight = 1.0 ;Height for geometry GeometryIsSmall = Yes ;Is small geometry End ;------------------------------------------------------------------------------ Object BlackMarketNuke ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:BlackMarketNuke Side = GLA EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = BlackMarketNukeWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponBlackMarketNuke End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_09 DeathFX = FX_NukeGLA OrientToObject = No End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object AnthraxBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:AnthraxBomb Side = GLA EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = AnthraxBombWeapon StartsActive = Yes ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Gamma DeathWeapon = AnthraxGammaBombWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Chem_Upgrade_GLAAnthraxGamma End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 40.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponAnthraxBomb End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_09 DeathFX = FX_AnthraxBomb StartsActive = Yes ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FXListDie ModuleTag_GammaFX DeathFX = FX_AnthraxGammaBomb StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma End ; Geometry = Sphere ; GeometryIsSmall = Yes ;GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object AnthraxBombGamma ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:AnthraxBomb Side = GLA EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Gamma DeathWeapon = AnthraxGammaBombWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 40.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponAnthraxBomb End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_GammaFX DeathFX = FX_AnthraxGammaBomb StartsActive = Yes End ; Geometry = Sphere ; GeometryIsSmall = Yes ;GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object DaisyCutterBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = CreateObjectDie ModuleTag_03 CreationList = OCL_DaisyCutterExplode End Behavior = FXListDie ModuleTag_04 DeathFX = FX_DaisyCutterExplode End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 50.0 TargetHeightIncludesStructures = Yes End Behavior = SpecialPowerCompletionDie ModuleTag_09 SpecialPowerTemplate = SuperweaponDaisyCutter End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object DaisyCutterGas ; *** ART Parameters *** ; Draw = W3DModelDraw ;; ConditionState = NONE ; Model = PMDumpst04 ; End ; End ; *** DESIGN Parameters *** ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 AerodynamicFriction = 7 ; this is now friction-per-sec ForwardFriction = 200 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 TargetHeightIncludesStructures = Yes DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = INITIAL FX_DaisyCutterIgnite FX = FINAL FX_DaisyCutterFinalExplosion Weapon = MIDPOINT DaisyCutterFlameWeapon ; Just a spot of flame to light trees on fire Weapon = FINAL DaisyCutterDetonationWeapon End End ;------------------------------------------------------------------------------ Object NeutronMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBNRocket End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End Behavior = NeutronMissileUpdate ModuleTag_03 DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first MaxTurnRate = 7200 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it SpecialAccelFactor = 1 SpecialSpeedTime = 1500 SpecialSpeedHeight = 160 SpecialJitterDistance = 0.4 DeliveryDecalRadius = 210 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 100.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = SpecialPowerCompletionDie ModuleTag_05 SpecialPowerTemplate = SuperweaponNeutronMissile End Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 DestructionDelay = 3501 ScorchMarkSize = 320 FXList = FX_Nuke Blast1Enabled = Yes Blast1Delay = 580 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 60.0 ;objects inside this get the full damage Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage Blast1MaxDamage = 0.0 ;damage within inner radius of blast Blast1MinDamage = 0.0 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 10.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 660 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 90.0 ;objects inside this get the full damage Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage Blast2MaxDamage = 0.0 ;damage within inner radius of blast Blast2MinDamage = 0.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.45 ;higher #'s topple faster Blast2PushForce = 8.0 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 720 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage Blast3MaxDamage = 0.0 ;damage within inner radius of blast Blast3MinDamage = 0.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;higher #'s topple faster Blast3PushForce = 6.0 ;higher #'s push more Blast4Enabled = Yes Blast4Delay = 850 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 150.0 ;objects inside this get the full damage Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage Blast4MaxDamage = 0.0 ;damage within inner radius of blast Blast4MinDamage = 0.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more Blast5Enabled = Yes Blast5Delay = 1000 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 180.0 ;objects inside this get the full damage Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage Blast5MaxDamage = 0.0 ;damage within inner radius of blast Blast5MinDamage = 0.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 1180 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 60.0 ;objects inside this get the full damage Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ;damage within inner radius of blast Blast6MinDamage = 300.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage OCL = MIDPOINT OCL_NukeRadiationField End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End ;------------------------------------------------------------------------------ Object CargoTruckNuke ; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End ;The lifetime delays the explosion with enough time to play an audio cue. ;NOTE: The lifetime update is set in the ObjectCreationList that creates ; this object!!! Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 3000 ; min lifetime in msec MaxLifetime = 3000 ; max lifetime in msec End Behavior = NeutronMissileSlowDeathBehavior ModuleTag_03 DestructionDelay = 3501 ScorchMarkSize = 320 FXList = FX_Nuke Blast1Enabled = Yes Blast1Delay = 580 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 60.0 ;objects inside this get the full damage Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage Blast1MaxDamage = 0.0 ;damage within inner radius of blast Blast1MinDamage = 0.0 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 10.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 660 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 90.0 ;objects inside this get the full damage Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage Blast2MaxDamage = 0.0 ;damage within inner radius of blast Blast2MinDamage = 0.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.45 ;higher #'s topple faster Blast2PushForce = 8.0 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 720 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage Blast3MaxDamage = 0.0 ;damage within inner radius of blast Blast3MinDamage = 0.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;higher #'s topple faster Blast3PushForce = 6.0 ;higher #'s push more Blast4Enabled = Yes Blast4Delay = 850 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 150.0 ;objects inside this get the full damage Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage Blast4MaxDamage = 0.0 ;damage within inner radius of blast Blast4MinDamage = 0.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more Blast5Enabled = Yes Blast5Delay = 1000 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 180.0 ;objects inside this get the full damage Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage Blast5MaxDamage = 0.0 ;damage within inner radius of blast Blast5MinDamage = 0.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 1180 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 60.0 ;objects inside this get the full damage Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ;damage within inner radius of blast Blast6MinDamage = 200.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End ;------------------------------------------------------------------------------ Object ScudStormMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UBScudStrm_M End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ***DESIGN parameters *** KindOf = PROJECTILE ;BALLISTIC_MISSILE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 10000.0 InitialHealth = 10000.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 500.0 End Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 ; zero is infinite InitialVelocity = 0 ; in dist/sec IgnitionFX = FX_ScudStormIgnition DistanceToTravelBeforeTurning = 500 DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor Behavior = HeightDieUpdate ModuleTag_05 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = DestroyDie ModuleTag_06 ;nothing End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponScudStorm End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = ScudStormDamageWeapon StartsActive = Yes ConflictsWith = Upgrade_GLAAnthraxBeta End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 DeathWeapon = ScudStormDamageWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 30.0 End ;------------------------------------------------------------------------------ Object NapalmMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_NapalmMissileIgnition End Locomotor = SET_NORMAL NapalmMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object ChinaJetMIGNapalmStriker ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NVMig WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = Exhaust01 JetExhaust ;ParticleSysBone = Exhaust02 JetExhaust HideSubObject = BurnerFX01 BurnerFX02 End ConditionState = REALLYDAMAGED Model = NVMig_d End AliasConditionState = RUBBLE OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:MIG EditorSorting = SYSTEM Side = China TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300 Prerequisites Object = ChinaAirfield End WeaponSet Conditions = None Weapon = PRIMARY NapalmMissileWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY BlackNapalmMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End CommandSet = ChinaJetMIGCommandSet ; *** AUDIO Parameters *** SoundAmbient = F15MoveLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE AIRCRAFT IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = SpecialPowerCompletionDie ModuleTag_03 SpecialPowerTemplate = SuperweaponNapalmStrike End Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial OCLInitialDeath = OCL_MIGDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_MIGDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_MIGDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp End Behavior = DeliverPayloadAIUpdate ModuleTag_06 DoorDelay = 0 End Locomotor = SET_NORMAL MIGLocomotor Behavior = WeaponSetUpgrade ModuleTag_07 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = TransportContain ModuleTag_08 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA AllowInsideKindOf = PROJECTILE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = PhysicsBehavior ModuleTag_09 Mass = 500.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TNTStickyBomb ;Created by Chinese Tank Hunters ;No drawable because it's invisible ; *** ART Parameters *** ; ***DESIGN parameters *** Side = China EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ;Allow the stickybomb to show itself to user? ShroudClearingRange = 75 ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; *** AUDIO Parameters *** UnitSpecificSounds UnitBombPing = BombTickTimed End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PROJECTILE MINE NO_COLLIDE Behavior = PhysicsBehavior ModuleTag_01 Mass = 5 End ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 10000 ; min lifetime in msec MaxLifetime = 10000 ; max lifetime in msec End Behavior = StickyBombUpdate ModuleTag_03 ; nothing End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1 FX = INITIAL WeaponFX_TNTStickyBombDetonation Weapon = FINAL TNTDetonationWeapon End Body = HighlanderBody ModuleTag_NewBody MaxHealth = 1.0 InitialHealth = 1.0 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 8.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object BoobyTrap ; created by upgraded rebels ;No drawable because it's invisible ; *** ART Parameters *** ; ***DESIGN parameters *** Side = GLA EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 25.0 ;Allow the stickybomb to show itself to user? ShroudClearingRange = 25 ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; *** AUDIO Parameters *** UnitSpecificSounds StickyBombCreated = BoobyTrapInstall End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = BOOBY_TRAP NO_COLLIDE MINE Body = HighlanderBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 5 End Behavior = StickyBombUpdate ModuleTag_03 GeometryBasedDamageWeapon = BoobyTrapDetonationWeapon ; We add our bounding circle to the radius of this weapon, and damage people ourselves GeometryBasedDamageFX = FX_BoobyTrapExplosion ; And we modify our effect too End Behavior = StealthUpdate ModuleTag_04 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 50.0% InnateStealth = Yes End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 8.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object RemoteC4Charge ;Created by ColonelBurton ;No drawable because it's invisible ; *** ART Parameters *** ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ;Allow the stickybomb to show itself to user? ShroudClearingRange = 75 ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; *** AUDIO Parameters *** UnitSpecificSounds UnitBombPing = BombTickRemote StickyBombCreated = ColonelBurtonSetDemoCharge End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PROJECTILE MINE NO_COLLIDE ;Body = ActiveBody ModuleTag_02 ; MaxHealth = 1.0 ; InitialHealth = 1.0 ;End Body = HighlanderBody ModuleTag_NewBody MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 50.0% InnateStealth = Yes End Behavior = StickyBombUpdate ModuleTag_04 ;Keeps it attached properly to the intended target should it move. End Behavior = SlowDeathBehavior ModuleTag_05 DestructionDelay = 1 FX = INITIAL WeaponFX_TNTStickyBombDetonation Weapon = FINAL BurtonC4ChargeWeapon End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 8.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object TimedC4Charge ;Created by Colonel Burton ;No drawable because it's invisible ; *** ART Parameters *** ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ;Allow the stickybomb to show itself to user? ShroudClearingRange = 75 ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; *** AUDIO Parameters *** UnitSpecificSounds UnitBombPing = BombTickTimed StickyBombCreated = ColonelBurtonSetDemoCharge End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PROJECTILE MINE NO_COLLIDE ;Body = ActiveBody ModuleTag_02 ; MaxHealth = 1.0 ; InitialHealth = 1.0 ;End Body = HighlanderBody ModuleTag_NewBody MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 50.0% InnateStealth = Yes End ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 20000 ; min lifetime in msec MaxLifetime = 20000 ; max lifetime in msec End Behavior = StickyBombUpdate ModuleTag_05 ;Keeps it attached properly to the intended target should it move. End Behavior = SlowDeathBehavior ModuleTag_06 DestructionDelay = 1 FX = INITIAL WeaponFX_TNTStickyBombDetonation Weapon = FINAL BurtonC4ChargeWeapon End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 8.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object DemoTrapDetonationObject ;The explodes-next-frame object when demo trap is triggered. ; ***DESIGN parameters *** Side = GLA EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ;Allow the stickybomb to show itself to user? ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 Mass = 5 End ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 1 ; min lifetime in msec MaxLifetime = 1 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_03 DestructionDelay = 1 FX = INITIAL WeaponFX_DemoTrapDetonation Weapon = FINAL DemoTrapDetonationWeapon End End ;------------------------------------------------------------------------------ Object StingerMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:StingerMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 5000 InitialVelocity = 200 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 5 IgnitionFX = None DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. End Behavior = WeaponBonusUpgrade Upgrade_01 TriggeredBy = Upgrade_GLAAPRockets End Locomotor = SET_NORMAL StingerMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ComancheAntiTankMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState ; @todo -- need real art here Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 1000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 10 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL ComancheAntiTankMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ComancheRocketPodRocket ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState ; @todo -- need real art here Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 1000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 10 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL ComancheRocketPodLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object RocketBuggyMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = ToxinShellWeapon StartsActive = No ; turned on by upgrade TriggeredBy = RocketBuggyToxinUpgrade ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ToxinShellWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta RocketBuggyToxinUpgrade RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag99 DeathWeapon = Chem_ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma RocketBuggyToxinUpgrade RequiresAllTriggers = Yes; End; Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 1800 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 3 IgnitionFX = FX_BuggyMissileIgnition DistanceScatterWhenJammed = 100 End Locomotor = SET_NORMAL RocketBuggyMissileLocomotor Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object SCUDMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVScudLchr_M End ConditionState = REALLYDAMAGED Model = UVScudLchr_DM End ConditionState = JAMMED ParticleSysBone = None SparksMedium End ConditionState = REALLYDAMAGED JAMMED Model = UVScudLchr_DM ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:SCUDMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ;*AntiBallisticMissile = Yes set in the Weapon.ini. Armor = BallisticMissileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE BALLISTIC_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 5000 IgnitionDelay = 0 ; IgnitionFX = FX_ScudStormIgnition ;NOT WORKING InitialVelocity = 50 ; in dist/sec DistanceToTravelBeforeTurning = 200 DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDMissileLocomotor Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL End ObjectReskin SCUDMissilePlusOne SCUDMissile Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVScudLchr_B End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End End ObjectReskin SCUDMissilePlusTwo SCUDMissile Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVScudLchr_C End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End End ;------------------------------------------------------------------------------ Object TomahawkMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVTomahawk_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:TomahawkMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ;*AntiBallisticMissile = Yes set in the Weapon.ini. Armor = BallisticMissileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE BALLISTIC_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 400 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. FX = WeaponFX_TomahawkMissileDetonation End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition InitialVelocity = 50 ; in dist/sec DistanceToTravelBeforeTurning = 80 DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba. End Locomotor = SET_NORMAL TomahawkMissileLocomotor Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 8.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ Object StrategyCenterArtilleryShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVNUKECN_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_BuggyMissileIgnition InitialVelocity = 20 ; in dist/sec DistanceToTravelBeforeTurning = 40 DistanceToTargetBeforeDiving = 50 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. End Locomotor = SET_NORMAL NuclearCannonShellLocomotor Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ Object MissileDefenderMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = ExMsslTm End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:RangerTeamMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes;;;;;;;;;No FuelLifetime = 3000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 3 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL MissileDefenderMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object TunnelDefenderMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXStinger01 End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes;;;;;;;;;;No FuelLifetime = 1250 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 20 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TunnelDefenderMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object TechnicalRPGMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXStinger01 End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 1000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 20 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TechnicalRPGMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object TankHunterMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXStinger01 End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes;;;;;;;;;;;;No FuelLifetime = 1250 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 20 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TankHunterMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ToxinTruckStreamProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a toxin trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; toxins collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 500 InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_ToxinStreamGarrisonBuildingHit End Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:ToxinTrail01 ; Covers gap at beginning of line End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ToxinTruckStreamProjectileUpgraded ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a toxin trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 500 InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_ToxinStreamUpgradedGarrisonBuildingHit End Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:AnthraxTrail01 ; Covers gap at beginning of line End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ToxinTruckProjectileStream ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXToxinStream.tga Width = 1.5 TileFactor = 2.0 ; put the texture on the line segment this many times ScrollRate = 6.0; scroll the texture offset this fast MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object ToxinTruckProjectileStreamUpgraded ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXAnthraxStream.tga Width = 1.5 TileFactor = 2.0 ; put the texture on the line segment this many times ScrollRate = 6.0; scroll the texture offset this fast MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object ToxinTruckSprayProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 50 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 1 InitialVelocity = 1 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 0 DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL ToxinTruckDribbleLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object CleanupHazardProjectileStream ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXCleanupStream.tga Width = 1.5 TileFactor = 2.0 ; put the texture on the line segment this many times ScrollRate = 6.0; scroll the texture offset this fast MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object CleanupStreamProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 600 InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 End Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:CleanupTrail01 ; Covers gap at beginning of line End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object BioHazardCleanupStreamProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 500 InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 ;GarrisonHitKillRequiredKindOf = INFANTRY ;GarrisonHitKillForbiddenKindOf = NONE ;GarrisonHitKillCount = 2 ;GarrisonHitKillFX = FX_ToxinStreamGarrisonBuildingHit End Locomotor = SET_NORMAL FasterToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:CleanupTrail01 ; Covers gap at beginning of line End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object DragonTankFlameProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NULL End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 350 DetonateOnNoFuel = Yes InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL DragonTankFlameLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail01 ; Covers gap at beginning of line PristineParticleSystem2 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail02 PristineParticleSystem3 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail03 PristineParticleSystem4 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail04 PristineParticleSystem5 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail06 PristineParticleSystem6 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerSmoke01 End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object FlamethrowerProjectileStream ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXfthrowerStream.tga Width = 1.5 TileFactor = 3.0 ; put the texture on the line segment this many times ScrollRate = 2.0; scroll the texture offset this fast MaxSegments = 4 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object DragonTankFlameProjectileUpgraded ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NULL End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 350 DetonateOnNoFuel = Yes InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL DragonTankFlameLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail01Upgraded ; Covers gap at beginning of line PristineParticleSystem2 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail02Upgraded PristineParticleSystem3 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail03Upgraded PristineParticleSystem4 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail04Upgraded PristineParticleSystem5 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail06Upgraded PristineParticleSystem6 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerSmoke01 End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object FlamethrowerProjectileStreamUpgraded ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXfthrowerStreamUpgraded.tga Width = 1.5 TileFactor = 3.0 ; put the texture on the line segment this many times ScrollRate = 2.0; scroll the texture offset this fast MaxSegments = 4 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object PointDefenseLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:255 G:0 B:180 A:120 ;The inside color of the laser (hot) OuterBeamWidth = 10 ;The total width of beam OuterColor = R:100 G:0 B:100 A:100 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 250 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = PaladinPointDefenseLaserFlare End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 95 ; min lifetime in msec MaxLifetime = 95 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object LaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.4 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.2 ;The total width of beam OuterColor = R:255 G:0 B:0 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = GenericLaserFlare TargetParticleSystem = GenericLaserFlare End End ;------------------------------------------------------------------------------ Object ParticleUplinkCannon_MediumConnectorLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.4 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.2 ;The total width of beam OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object ParticleUplinkCannon_IntenseConnectorLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.6 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 2.0 ;The total width of beam OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object ParticleUplinkCannon_OrbitalLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXNoise02.tga NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+) TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) InnerBeamWidth = 0.6 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 26.0 ;The total width of beam OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End ; *** DESIGN Parameters *** VisionRange = 100 ShroudClearingRange = 120 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object SupW_ParticleUplinkCannon_MediumConnectorLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.4 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.2 ;The total width of beam OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object SupW_ParticleUplinkCannon_IntenseConnectorLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.6 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 2.0 ;The total width of beam OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object SupW_ParticleUplinkCannon_OrbitalLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXNoise02.tga NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+) TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) InnerBeamWidth = 0.6 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 26.0 ;The total width of beam OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End ; *** DESIGN Parameters *** VisionRange = 100 ShroudClearingRange = 120 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object BinaryDataStream ; *** 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 End ;------------------------------------------------------------------------------ Object ScorpionMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVScorpion_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = ToxinShellWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAToxinShells ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ToxinShellWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag99 DeathWeapon = Chem_ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells RequiresAllTriggers = Yes; End; ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 4000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 30 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL ScorpionMissileLocomotor Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object RangerFlashBangGrenade ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVMBuggy_m End End ; ***DESIGN parameters *** DisplayName = OBJECT:FlashBangGrenade EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = DumbProjectileBehavior ModuleTag_05 ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 10 ; ensure that a single grenade clears out all garrisoned buildings. GarrisonHitKillFX = FX_FlashBangGarrisonBuildingHit FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object ScorpionTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = ToxinShellWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAToxinShells ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ToxinShellWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag99 DeathWeapon = Chem_ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells RequiresAllTriggers = Yes; End; Behavior = DumbProjectileBehavior ModuleTag_06 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_07 Mass = 0.01 ; can't be zero, but we want it tiny so that it travels nearly straight End ; The Toxin explosions don't want to double up on particles, so only play this effect if we don't have Toxin Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = ScorpionTankGunFXWeapon StartsActive = Yes ConflictsWith = Upgrade_GLAToxinShells End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object MarauderTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FireWeaponWhenDeadBehavior ModuleTag99 DeathWeapon = Chem_ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells RequiresAllTriggers = Yes; End; Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ToxinShellWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = ToxinShellWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAToxinShells ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma End Behavior = DumbProjectileBehavior ModuleTag_06 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_07 Mass = 0.01 ; can't be zero, but we want it tiny so that it travels nearly straight End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object GenericTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object BattleMasterTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Behavior = WeaponBonusUpgrade ModuleTag_06 TriggeredBy = Upgrade_ChinaUraniumShells End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object OverlordTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Behavior = WeaponBonusUpgrade ModuleTag_06 TriggeredBy = Upgrade_ChinaUraniumShells End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object NukeCannonShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** AUDIO Parameters *** SoundAmbient = NukeCannonIncomingWhistle ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object NeutronCannonShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** AUDIO Parameters *** SoundAmbient = NukeCannonIncomingWhistle ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. DetonateCallsKill = Yes End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Behavior = NeutronBlastBehavior ModuleTag_06 BlastRadius = 70 AffectAirborne = No End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object InfernoTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel ParticleSysBone = None InfernoTrail End End ; *** AUDIO Parameters *** SoundAmbient = InfernoCannonIncomingWhistle ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 10 End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = SmallFireFieldCreationWeapon StartsActive = Yes End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object InfernoTankShellUpgraded ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel ParticleSysBone = None InfernoTrailUpgraded End End ; *** AUDIO Parameters *** SoundAmbient = InfernoCannonIncomingWhistle ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 10 End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = SmallFireFieldUpgradedCreationWeapon StartsActive = Yes End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object GLAAngryMobRockProjectileObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = Mob_Rock End End ; ***DESIGN parameters *** DisplayName = OBJECT:GLARock EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 TumbleRandomly = Yes ; not implemented, alas DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05;lorenzen sez, please keep this, it allows tumbling Mass = 0.1 ; about the weight of a rock End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object GLAAngryMobMolotovCocktailProjectileObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = Mob_Botl ParticleSysBone = BONE_FX MolotovBurningRag End End ; ***DESIGN parameters *** DisplayName = OBJECT:GLARock EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DumbProjectileBehavior ModuleTag_03 TumbleRandomly = Yes ; not implemented, alas DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 30 //TALL ARC LOOK GOOD SecondHeight = 30 //TALL ARC LOOK GOOD FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_04;lorenzen sez, please keep this, it allows tumbling Mass = 0.1 ; about the weight of a rock End ; Behavior = FireWeaponWhenDeadBehavior ; DeathWeapon = GLAAngryMobMolotovCocktailPersistentFlameWeapon ; StartsActive = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object ChinaArtilleryBarrageShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVTankShel ParticleSysBone = NONE ArtilleryBarrageTrail ParticleSysBone = NONE ArtilleryBarrageTrailRing End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundAmbient = ArtilleryBarrageIncomingWhistle ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE ;SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. No effect, since it is in weapon. Don't want to double. ; FX = FX_ArtilleryBarrage End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors ; Besides being the wrong weapon, the weapon is fired from the DeliverPayload listing in OCL.ini ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 ; DeathWeapon = A10ThunderboltMissileWeapon ; StartsActive = Yes ; End Behavior = PhysicsBehavior ModuleTag_08 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_09 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 30 ; in dist/sec IgnitionDelay = 0 End ; It's a missile, it needs to hit so it can +DETONATED ; Behavior = HeightDieUpdate ModuleTag_10 ; TargetHeight = 1.0 ; TargetHeightIncludesStructures = No ; End Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Behavior = SpecialPowerCompletionDie ModuleTag_11 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike End End ;-------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------ Object NapalmBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD NO_COLLIDE UNATTACKABLE; Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 75.0 AerodynamicFriction = 0.1 ; this is now friction-per-sec ForwardFriction = 0.1 ; this is now friction-per-sec CenterOfMassOffset = 0.13 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End ; Commenting out module 9 since this method can't take Black napalm ; Behavior = CreateObjectDie ModuleTag_09 ; DeathTypes = ALL ; CreationList = OCL_NapalmBombDetonation ; End Behavior = HeightDieUpdate ModuleTag_10 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = FireWeaponWhenDeadBehavior ModuleTag_11 DeathWeapon = NapalmBombWeapon StartsActive = Yes ConflictsWith = Upgrade_ChinaBlackNapalm End Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 DeathWeapon = BlackNapalmBombWeapon StartsActive = No TriggeredBy = Upgrade_ChinaBlackNapalm End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Scale = 0.7 End ;--------------------------------------------------------------------------------------- Object LeafletContainer ; ***ART parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = LeafletDrop ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 22 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 5.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_09 SpecialPowerTemplate = SuperweaponLeafletDrop End Behavior = LeafletDropBehavior ModuleTag_11 DisabledDuration = 20000 Delay = 2500 AffectRadius = 110.0 LeafletFXParticleSystem = LeafletParticles1 End Geometry = Sphere GeometryIsSmall = No GeometryMajorRadius = 30.0 End ;------------------------------------------------------------------------------ Object CruiseMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBNRocket End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:CruiseMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End Behavior = NeutronMissileUpdate ModuleTag_03 DistanceToTravelBeforeTurning = 200 ; goes straight up a long ways first MaxTurnRate = 7200 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition TargetFromDirectlyAbove = 100 ; aim for an intermed spot directly above the target, so we come straight down onto it SpecialAccelFactor = 1 SpecialSpeedTime = 1500 SpecialSpeedHeight = 160 SpecialJitterDistance = 0.4 DeliveryDecalRadius = 210 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:0 G:0 B:255 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 10.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = SpecialPowerCompletionDie ModuleTag_05 SpecialPowerTemplate = SupW_CruiseMissile End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 ; DeathWeapon = ScudStormDamageWeapon DeathWeapon = MOABDetonationWeapon StartsActive = Yes ; turned on by upgrade End ; Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 ; DestructionDelay = 1001 ; ScorchMarkSize = 320 ; FXList = FX_Nuke ; ; Blast1Enabled = Yes ; Blast1Delay = 80 ;in milliseconds ; Blast1ScorchDelay = 100 ;in milliseconds ; Blast1InnerRadius = 60.0 ;objects inside this get the full damage ; Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage ; Blast1MaxDamage = 0.0 ;damage within inner radius of blast ; Blast1MinDamage = 0.0 ;always do at least this much damage to objects ; Blast1ToppleSpeed = 0.5 ;higher #'s topple faster ; Blast1PushForce = 10.0 ;higher #'s push more ; ; Blast2Enabled = Yes ; Blast2Delay = 160 ;in milliseconds ; Blast2ScorchDelay = 180 ;in milliseconds ; Blast2InnerRadius = 90.0 ;objects inside this get the full damage ; Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage ; Blast2MaxDamage = 0.0 ;damage within inner radius of blast ; Blast2MinDamage = 0.0 ;always do at least this much damage to objects ; Blast2ToppleSpeed = 0.45 ;higher #'s topple faster ; Blast2PushForce = 8.0 ;higher #'s push more ; ; Blast3Enabled = Yes ; Blast3Delay = 220 ;in milliseconds ; Blast3ScorchDelay = 260 ;in milliseconds ; Blast3InnerRadius = 120.0 ;objects inside this get the full damage ; Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage ; Blast3MaxDamage = 0.0 ;damage within inner radius of blast ; Blast3MinDamage = 0.0 ;always do at least this much damage to objects ; Blast3ToppleSpeed = 0.42 ;higher #'s topple faster ; Blast3PushForce = 6.0 ;higher #'s push more;;; ; Blast4Enabled = Yes ; Blast4Delay = 350 ;in milliseconds ; Blast4ScorchDelay = 340 ;in milliseconds ; Blast4InnerRadius = 150.0 ;objects inside this get the full damage ; Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage ; Blast4MaxDamage = 0.0 ;damage within inner radius of blast ; Blast4MinDamage = 0.0 ;always do at least this much damage to objects ; Blast4ToppleSpeed = 0.40 ;higher #'s topple faster ; Blast4PushForce = 6.0 ;higher #'s push more;; ; Blast5Enabled = Yes ; Blast5Delay = 500 ;in milliseconds ; Blast5ScorchDelay = 420 ;in milliseconds ; Blast5InnerRadius = 180.0 ;objects inside this get the full damage ; Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage ; Blast5MaxDamage = 0.0 ;damage within inner radius of blast ; Blast5MinDamage = 0.0 ;always do at least this much damage to objects ; Blast5ToppleSpeed = 0.38 ;higher #'s topple faster ; Blast5PushForce = 6.0 ;higher #'s push more ; ; Blast6Enabled = Yes ; Blast6Delay = 680 ;in milliseconds ; Blast6ScorchDelay = 500 ;in milliseconds ; Blast6InnerRadius = 60.0 ;objects inside this get the full damage ; Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage ; Blast6MaxDamage = 1500.0 ;damage within inner radius of blast ; Blast6MinDamage = 150.0 ;always do at least this much damage to objects ; Blast6ToppleSpeed = 0.35 ;higher #'s topple faster ; Blast6PushForce = 4.0 ;higher #'s push more;;; ; Blast7Enabled = No ; Blast7Delay = 999999 ;in milliseconds, don't do the damage wave ; Blast7ScorchDelay = 620 ;in milliseconds ; Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage;; ; Blast8Enabled = No ; Blast8Delay = 999999 ;in milliseconds, don't do the damage wave ; Blast8ScorchDelay = 700 ;in milliseconds ; Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage; ; Blast9Enabled = No ; Blast9Delay = 999999 ;in milliseconds, don't do the damage wave ; Blast9ScorchDelay = 800 ;in milliseconds ; Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage ; ; OCL = MIDPOINT OCL_NukeRadiationField ; End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End ;------------------------------------------------------------------------------ Object SupW_AuroraFuelAirBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:FuelAirBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = CreateObjectDie ModuleTag_03 CreationList = SupW_OCL_FuelAirBomb End Behavior = FXListDie ModuleTag_04 ;DeathFX = FX_DaisyCutterExplode DeathFX = AirF_FX_AuroraBombExplode End Behavior = PhysicsBehavior ModuleTag_05 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = MissileAIUpdate ModuleTag_06 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 End Behavior = HeightDieUpdate ModuleTag_07 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes End Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object SupW_AuroraFuelAirGas ; *** ART Parameters *** ; *** DESIGN Parameters *** ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 AerodynamicFriction = 7 ; this is now friction-per-sec ForwardFriction = 200 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes DestroyAttachedParticlesAtHeight = 16.0 ; Hack, todo remove this End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = INITIAL AirF_FX_AuroraBombIgnite FX = FINAL FX_DaisyCutterFinalExplosion Weapon = MIDPOINT DaisyCutterFlameWeapon ; Just a spot of flame to light trees on fire Weapon = FINAL SupW_FuelBombDetonationWeapon End End ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini ;------------------------------------------------------------------------------ Object PatriotMissileEMP ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:PatriotMissile EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ;---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves FX = FINAL WeaponFX_EMPRocketDetonation End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. ; FX = FX_GenericMissileDeath FX = FINAL WeaponFX_EMPRocketDetonation End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 50 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 5 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor ; Behavior = CreateObjectDie ModuleTag_07 ; CreationList = SupW_OCL_FuelAirBomb ; CreationList = SupW_OCL_PatriotEMPEffectSpheroid ; End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 ; DeathWeapon = SupW_PatriotMissileAssistWeapon DeathWeapon = ScudStormDamageWeapon ; DeathWeapon = MOABDetonationWeapon ; StartsActive = Yes ; turned on by upgrade End ; Behavior = SlowDeathBehavior ModuleTag_10 ; DestructionDelay = 0 ; DestructionDelayVariance = 0 ; FX = FINAL WeaponFX_EMPRocketDetonation ; End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End Object PatriotMissileEMPHelper ; *** ART Parameters *** ; ***DESIGN parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_01 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_02 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 1.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 22 ; this is now friction-per-sec CenterOfMassOffset = 0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 5.0 TargetHeightIncludesStructures = No End Locomotor = SET_NORMAL None Behavior = EMPUpdate ModuleTag_05 DisabledDuration = 5000 Lifetime = 500 StartFadeTime = 300 StartScale = 0.01 TargetScaleMin = 6.00 TargetScaleMax = 7.00 StartColor = R:0 G:255 B:255 EndColor = R:0 G:128 B:128 EffectRadius = 10 DisableFXParticleSystem = EMPSparks ;DoesNotAffect = ALLIES ;Kris: Patch 1.01 (It affects our units, but not our buildings). DoesNotAffectMyOwnBuildings = Yes End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;-------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------ Object NukeBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD NO_COLLIDE UNATTACKABLE; Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = PhysicsBehavior ModuleTag_06 Mass = 75.0 AerodynamicFriction = 0.1 ; this is now friction-per-sec ForwardFriction = 0.1 ; this is now friction-per-sec CenterOfMassOffset = 0.13 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_10 TargetHeight = 10.0 TargetHeightIncludesStructures = No End ; **********************************HERE IT IS, TODD Behavior = FireWeaponWhenDeadBehavior ModuleTag998 DeathWeapon = HelixNukeBombDetonationWeaponWithAnEvenLongerName DeathTypes = ALL StartsActive = Yes End; Behavior = InstantDeathBehavior ModuleTag_Death02 DeathTypes = ALL End ; **********************************HERE IT IS, TODD Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Scale = 0.7 End ;------------------------------------------------------------------------------ Object USSBenderGunShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 110 ; Height of Bezier control points above highest intervening terrain SecondHeight = 110 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Scale = 1.2 ;Scaling End ;------------------------------------------------------------------------------- Object MiGFirestorm Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 1 MaxLifetime = 1 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = FirestormSmallCreationWeapon StartsActive = Yes ConflictsWith = Upgrade_ChinaBlackNapalm End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = BlackNapalmFirestormSmallCreationWeapon StartsActive = No TriggeredBy = Upgrade_ChinaBlackNapalm End End ;////////////////////////////////////////////////////////////////////////////// ;FILE: ObjectCreationList.ini (SYSTEM) //////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ; ------------------------------------------------ ObjectCreationList OCL_CreateDamagedBarrel CreateDebris ModelNames = PMBarrel01_D1 Offset = X:0 Y:0 Z:0 Mass = 2 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 5 MaxForceMagnitude = 7 SpinRate = 180 MinForcePitch = 75 MaxForcePitch = 90 ParticleSystem = BlackTrail End End ; ---------------------------------------------- ObjectCreationList OCL_FireWallSegment CreateObject ObjectNames = FireWallSegment Disposition = LIKE_EXISTING INHERIT_VELOCITY PreserveLayer = Yes End End ; ---------------------------------------------- ObjectCreationList OCL_FireWallSegmentUpgraded CreateObject ObjectNames = FireWallSegmentUpgraded Disposition = LIKE_EXISTING INHERIT_VELOCITY PreserveLayer = Yes End End ; ---------------------------------------------- ObjectCreationList OCL_FireFieldSmall CreateObject ObjectNames = FireFieldSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_FireFieldUpgradedSmall CreateObject ObjectNames = FireFieldUpgradedSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldLarge CreateObject ObjectNames = PoisonFieldLarge Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldMedium CreateObject ObjectNames = PoisonFieldMedium Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldSmall CreateObject ObjectNames = PoisonFieldSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldAnthraxBomb CreateObject ObjectNames = PoisonFieldAnthraxBomb Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldAnthraxGammaBomb CreateObject ObjectNames = PoisonFieldAnthraxGammaBomb Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldUpgradedLarge CreateObject ObjectNames = PoisonFieldUpgradedLarge Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldUpgradedMedium CreateObject ObjectNames = PoisonFieldUpgradedMedium Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldUpgradedSmall CreateObject ObjectNames = PoisonFieldUpgradedSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_RadiationFieldLarge CreateObject ObjectNames = RadiationFieldLarge Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_RadiationFieldMedium CreateObject ObjectNames = RadiationFieldMedium Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_RadiationFieldSmall CreateObject ObjectNames = RadiationFieldSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_NukeRadiationField CreateObject ObjectNames = NukeRadiationFieldWeapon Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_FirestormSmall CreateObject ObjectNames = FirestormSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_BlackNapalmFirestormSmall CreateObject ObjectNames = BlackNapalmFirestormSmall Disposition = ON_GROUND_ALIGNED End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_MiGFirestorm CreateObject ObjectNames = MiGFirestorm Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End End ; ---------------------------------------------- ObjectCreationList OCL_TankerTruckExplode CreateDebris ModelNames = CVTanker_d03 Offset = x: -16.887 y:2.588 z: 6.751 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d09 Offset = x: -10.682 y: 4.327 z: 2.929 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d10 Offset = x: -10.682 y: -4.272 z: 2.929 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d11 ; wheel Offset = x: -2.651 y: -4.119 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d12 ; wheel Offset = x: -2.651 y: 4.062 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d13 ; wheel Offset = x: 2.73 y: 4.062 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d14 ; wheel Offset = x: 2.73 y: -4.119 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d15 Offset = x: -7.869 y: .07 z: 3.663 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d16 ; wheel Offset = x: -17.47 y: 4.423 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d17 ; wheel Offset = x: -17.47 y: -4.374 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d20 Offset = x: -.773 y: .07 z: 3.663 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d21 Offset = x: 34.293 y: -.009 z: 3.673 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d22 ; wheel Offset = x: 31.646 y: 4.062 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d23 ; wheel Offset = x: 31.646 y: -4.119 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d24 ; wheel Offset = x: 37.026 y: 4.062 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d25 ; wheel Offset = x: 37.026 y: -4.119 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d26 Offset = x: 42.924 y: -.016 z: 2.854 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d27 Offset = x: 40.859 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d28 Offset = x: 40.859 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d29 Offset = x: 35.111 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d30 Offset = x: 28.222 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d31 Offset = x: 21.665 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d32 Offset = x: 14.347 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d33 Offset = x: 7.173 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d34 Offset = x: -.105 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End End ; ---------------------------------------------- ObjectCreationList OCL_BigRigExplode CreateDebris ModelNames = CVBigRig_d01 Offset = X:-12.5 Y:-2 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d02 Offset = X:-12.5 Y:3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d03 Offset = X:-17 Y:2.5 Z:7 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d04 Offset = X:-20 Y:-1.5 Z:5 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d05 Offset = X:-17 Y:-2.75 Z:7 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d06 Offset = X:-20.5 Y:2 Z:5.5 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d07 Offset = X:-18 Y:-4 Z:4 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d08 Offset = X:-18 Y:4 Z:4 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d09 Offset = X:-10 Y:4 Z:3 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d10 Offset = X:-10 Y:-4 Z:3 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d11 Offset = X:-3 Y:-4 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d12 Offset = X:-3 Y:4 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d13 Offset = X:3 Y:4 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d14 Offset = X:3 Y:-4 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d15 Offset = X:-8 Y:0 Z:3.5 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d16 Offset = X:-17.5 Y:4.5 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d17 Offset = X:-17.5 Y:-4.5 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d18 Offset = X:-9 Y:4.5 Z:13.5 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d19 Offset = X:-9 Y:4.5 Z:8 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d03 Offset = X:-1 Y:0 Z:3.5 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d04 Offset = X:36 Y:3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d05 Offset = X:35 Y:3 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d06 Offset = X:35 Y:-3 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d03 Offset = X:36 Y:-3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d04 Offset = X:19 Y:3.5 Z:13.5 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d05 Offset = X:19 Y:-3.5 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d27 Offset = X:18.5 Y:-4 Z:7 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d28 Offset = X:34 Y:0 Z:3.5 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d03 Offset = X:4 Y:-3.5 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d04 Offset = X:4 Y:3 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d05 Offset = X:2 Y:3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d06 Offset = X:2 Y:-3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d33 Offset = X:31.5 Y:4 Z:2 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d34 Offset = X:31.5 Y:-4 Z:2 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d35 Offset = X:37 Y:4 Z:2 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d36 Offset = X:37 Y:-4 Z:2 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d37 Offset = X:43 Y:0 Z:3 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d38 Offset = X:19 Y:3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End End ; ---------------------------------------------- ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X08 Offset = X:-7.615 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X09 Offset = X:-2.032 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X10 Offset = X:0.776 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X12 Offset = X:-1.164 Y:-1.128 Z:7.401 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X13 Offset = X:-1.164 Y:-1.498 Z:7.401 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X14 Offset = X:-3.074 Y:-0.303 Z:6.468 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X15 Offset = X:2.602 Y:3.652 Z:3.923 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X16 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Crusader tank ObjectCreationList OCL_CrusaderTank_CrushEffect CreateObject ObjectNames = DeadCrusaderHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Technical Jeep ObjectCreationList OCL_TechnicalJeep_CrushEffect CreateObject ObjectNames = DeadTechnicalJeepHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Technical Van ObjectCreationList OCL_TechnicalVan_CrushEffect CreateObject ObjectNames = DeadTechnicalVanHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Technical Truck ObjectCreationList OCL_TechnicalTruck_CrushEffect CreateObject ObjectNames = DeadTechnicalTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Technical Truck ObjectCreationList OCL_RocketBuggy_CrushEffect CreateObject ObjectNames = DeadRocketBuggyHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_SCUDLauncherDeathEffect CreateObject ObjectNames = DeadSCUDLauncherHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVScudLchr_d2 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVScudLchr_d3 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVScudLchr_d4 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Crusader tank ObjectCreationList OCL_ChinaSupplyTruck_CrushEffect CreateObject ObjectNames = DeadChinaSupplyTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_ChinaSupplyTruckDeathEffect CreateObject ObjectNames = DeadChinaSupplyTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = NVSSupplyTk_d2 Offset = X:-6.544 Y:7.281 Z:11.163 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = NVSSupplyTk_d3 Offset = X:-6.283 Y:5.099 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = NVSSupplyTk_d4 Offset = X:-1.235 Y:-4.169 Z:10.355 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = NVSSupplyTk_d5 Offset = X:5.819 Y:5.481 Z:10.425 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ; ------------------------------------------------------------- ObjectCreationList OCL_InfernoCannonDeathEffect CreateObject ObjectNames = InfernoCannonHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = NVInferno_d2 Offset = X:-7.44 Y:0.0 Z:12.79 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVInferno_d3 Offset = X:-17.06 Y:-5.874 Z:12.5 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_ToxinTractorDeathEffect CreateObject ObjectNames = DeadToxinTractorHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVToxinTrk_d2 Offset = X:-4.96 Y:0.0 Z:16.449 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVToxinTrk_d3 Offset = X:8.748 Y:5.123 Z:2.563 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVToxinTrk_d3 Offset = X:8.748 Y:-5.123 Z:2.563 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVToxinTrk_d4 Offset = X:-8.734 Y:7.505 Z:5.078 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = UVToxinTrk_d4 Offset = X:-8.734 Y:-7.505 Z:5.078 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = UVToxinTrk_d5 Offset = X:1.886 Y:4.701 Z:6.593 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = UVToxinTrk_d5 Offset = X:1.886 Y:-4.701 Z:6.593 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_GLAPOWTruckDeathEffect CreateObject ObjectNames = DeadGLAPOWTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVPOWTruck_d2 Offset = X:4.807 Y:0.0 Z:12.799 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:11.005 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:11.005 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:-7.348 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:-7.348 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:13.758 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:-13.758 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_ChinaPOWTruckDeathEffect CreateObject ObjectNames = DeadChinaPOWTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = NVPOWTrck_d2 Offset = X:10.298 Y:0.002 Z:13.928 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = NVPOWTrck_d3 Offset = X:-11.159 Y:5.155 Z:2.16 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = NVPOWTrck_d4 Offset = X:11.51 Y:-5.176 Z:2.16 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = NVPOWTrck_d5 Offset = X:-11.159 Y:-5.155 Z:2.16 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_BombTruckDeathEffect CreateObject ObjectNames = DeadBombTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVBmbTruk_d2 Offset = X:-7.248 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVBmbTruk_d2 Offset = X:-7.248 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVBmbTruk_d2 Offset = X:-13.758 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVBmbTruk_d2 Offset = X:-13.758 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVBmbTruk_d3 Offset = X:19.09 Y:0.0 Z:3.863 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVBmbTruk_d4 Offset = X:-18.792 Y:0.0 Z:3.863 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_GenericTankDeathEffect CreateObject ObjectNames = DeadCrusaderHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = GXMammoth_D01 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D02 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D03 Offset = X:19.641 Y:2.261 Z:10.569 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D04 Offset = X:13.587 Y:-2.29 Z:9.715 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D05 Offset = X:6.764 Y:-2.233 Z:8.873 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.4 End CreateDebris ModelNames = GXMammoth_D06 Offset = X:2.755 Y:-0.99 Z:8.462 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D07 Offset = X:-1.818 Y:-3.702 Z:8.837 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 End CreateDebris ModelNames = GXMammoth_D08 Offset = X:-2.867 Y:-3.701 Z:8.741 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D09 Offset = X:-3.894 Y:0.942 Z:8.463 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 End CreateDebris ModelNames = GXMammoth_D10 Offset = X:2.963 Y:2.839 Z:8.454 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D11 Offset = X:-4.679 Y:2.206 Z:9.613 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D12 Offset = X:-3.606 Y:-3.174 Z:10.986 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_LaserTankDeathEffect CreateObject ObjectNames = DeadLaserTankHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = GXMammoth_D01 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D02 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D03 Offset = X:19.641 Y:2.261 Z:10.569 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D04 Offset = X:13.587 Y:-2.29 Z:9.715 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D05 Offset = X:6.764 Y:-2.233 Z:8.873 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.4 End CreateDebris ModelNames = GXMammoth_D06 Offset = X:2.755 Y:-0.99 Z:8.462 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D07 Offset = X:-1.818 Y:-3.702 Z:8.837 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 End CreateDebris ModelNames = GXMammoth_D08 Offset = X:-2.867 Y:-3.701 Z:8.741 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D09 Offset = X:-3.894 Y:0.942 Z:8.463 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 End CreateDebris ModelNames = GXMammoth_D10 Offset = X:2.963 Y:2.839 Z:8.454 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D11 Offset = X:-4.679 Y:2.206 Z:9.613 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D12 Offset = X:-3.606 Y:-3.174 Z:10.986 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_MicrowaveTankDeath_CrushEffect CreateObject ObjectNames = DeadMicrowaveHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_MicrowaveTankDeath CreateObject ObjectNames = DeadMicrowaveHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = AVThundrblt_D2 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = AVThundrblt_D3 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = AVThundrblt_D4 Offset = X:19.641 Y:2.261 Z:10.569 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_MarauderTankDeathEffect CreateObject ObjectNames = DeadMarauderHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVMarauder_D2 Offset = X:21.593 Y:-0.018 Z:9.867 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVMarauder_D3 Offset = X:-13.092 Y:-9.332 Z:9.367 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End CreateDebris ModelNames = UVMarauder_D4 Offset = X:6.323 Y:-0.027 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_PaladinTankDeathEffect CreateObject ObjectNames = DeadPaladinHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = AVPaladin_D2 Offset = X:-3.599 Y:-0.056 Z:9.982 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVPaladin_D3 Offset = X:14.031 Y:0.039 Z:10.322 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_AvengerTankDeathEffect CreateObject ObjectNames = DeadAvengerHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ObjectCreationList OCL_ScorpionTankDead End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_ScorpionTankDeathEffect CreateObject ObjectNames = DeadScorpionHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = AVPowTruck_d2 Offset = X:-4.678 Y:6.497 Z:2.993 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = AVPowTruck_d3 Offset = X:-19.262 Y:0 Z:6.23 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = AVPowTruck_d4 Offset = X:8.721 Y:0.131 Z:14.81 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_MilitiaTankDeathEffect CreateObject ObjectNames = DestroyedMilitiaTank Offset = X:-4.2 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = CVTank_D2 Offset = X:-2.647 Y:0.0 Z:6.966 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = CVTank_D3 Offset = X:6.929 Y:0.015 Z:8.772 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = CVTank_D4 Offset = X:-2.503 Y:-1.224 Z:12.018 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_RadarVanDeathEffect CreateObject ObjectNames = DeadRadarVanHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVRadarVan_d2 Offset = X:-9.721 Y:-3.801 Z:22.679 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVRadarVan_d3 Offset = X:8.551 Y:0.072 Z:16.693 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVRadarVan_d4 Offset = X:9.495 Y:5.169 Z:2.185 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_QuadCannonDeathEffect CreateObject ObjectNames = DeadQuadCannonHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVQuadCann_d2 Offset = X:-9.721 Y:-3.801 Z:22.679 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVQuadCann_d3 Offset = X:8.551 Y:0.072 Z:16.693 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVQuadCann_d4 Offset = X:9.495 Y:5.169 Z:2.185 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_QuadCannon_NormalExplosion CreateDebris ModelNames = GXMammoth_D01 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D02 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D03 Offset = X:19.641 Y:2.261 Z:10.569 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D04 Offset = X:13.587 Y:-2.29 Z:9.715 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D05 Offset = X:6.764 Y:-2.233 Z:8.873 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.4 End CreateDebris ModelNames = GXMammoth_D06 Offset = X:2.755 Y:-0.99 Z:8.462 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_AmericaVehicleTomahawkDie CreateObject ObjectNames = AmericaVehicleTomahawkHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING DispositionIntensity = 0.5 End CreateDebris ModelNames = AVTomahawk_D2 Offset = X:-3.001 Y:5.79 Z:12.829 Mass = 8 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVTomahawk_D3 Offset = X:-2.643 Y:-0.349 Z:9.954 Mass = 8 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVTomahawk_D4 Offset = X:-3.499 Y:-3.779 Z:8.132 Mass = 8 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End End ; ---------------------------------------------- ObjectCreationList OCL_ChinaVehicleNukeCannonDie CreateObject ObjectNames = ChinaVehicleNukeCannonHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING DispositionIntensity = 0.5 End CreateDebris ModelNames = NVNukeCn_D2 Offset = X:3.191 Y:0 Z:7.094 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVNukeCn_D3 Offset = X:11.018 Y:0 Z:6.837 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVNukeCn_D4 Offset = X:4.195 Y:-4.84 Z:13.178 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End End ; ---------------------------------------------- ObjectCreationList OCL_FireHydrantExplode CreateObject ObjectNames = WaterSpray Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X08 Offset = X:-7.615 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X09 Offset = X:-2.032 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X10 Offset = X:0.776 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X12 Offset = X:-3.074 Y:-0.303 Z:6.468 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X13 Offset = X:2.602 Y:3.652 Z:3.923 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X14 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X08 Offset = X:-7.615 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X09 Offset = X:-2.032 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X10 Offset = X:0.776 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X12 Offset = X:-3.074 Y:-0.303 Z:6.468 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X13 Offset = X:2.602 Y:3.652 Z:3.923 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X14 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End End ; ---------------------------------------------- ObjectCreationList OCL_LimoExplode CreateDebris ModelNames = CVLimo3_D2 Offset = X:-15.962 Y:0.019 Z:4.649 Mass = 40 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 130 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End CreateDebris ModelNames = CVLimo3_D3 Offset = X:13.202 Y:5.126 Z:1.975 Mass = 40 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 130 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End CreateDebris ModelNames = CVLimo3_D4 Offset = X:-12.731 Y:-5.12 Z:1.975 Mass = 40 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 130 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End CreateDebris ModelNames = CVLimo3_D5 Offset = X:13.62 Y:-0.013 Z:5.302 Mass = 40 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 130 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End CreateObject ObjectNames = CarLimo03DeadHull Offset = X:0 Y:0 Z:0 Count = 1 Disposition = RANDOM_FORCE End End ; ---------------------------------------------- ObjectCreationList OCL_SmallStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:0 Y:0 Z:25 Mass = 40 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:40 Mass = 40 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End End ; ---------------------------------------------- ObjectCreationList OCL_ParticleUplinkDeathFinal ; SlowDeath treats two listings as an OR, so this combines the two it was using. OCL_ABPowerPlantExplode & OCL_AmericanRangerDebris06 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 6 RequiresLivePlayer = Yes End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:0 Y:0 Z:25 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:40 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End End ; ---------------------------------------------- ObjectCreationList OCL_GenericWallSegmentDebris ; @todo srj -- nothing for now. ; CreateDebris ; ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 ; Offset = X:0 Y:0 Z:40 ; Mass = 40 ; Count = 5 ; Disposition = SEND_IT_FLYING ; DispositionIntensity = 3 ; End End ; ----------------------------------------------------------------------------- ; American Rangers can spawn slaved scout drones ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericanScoutDrone CreateObject Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset ObjectNames = AmericaVehicleScoutDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; Certain American vehicles can spawn slaved battle drones ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericanBattleDrone CreateObject Offset = X:0 Y:0 Z:10 ObjectNames = AmericaVehicleBattleDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; Certain American vehicles can spawn slaved battle drones ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericanHellfireDrone CreateObject Offset = X:0 Y:0 Z:10 ObjectNames = AmericaVehicleHellfireDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; American buildings spawn rangers upon death ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericanRangerDebris01 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 1 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris02 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 2 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris03 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 3 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris04 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 4 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris05 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 5 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris06 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 6 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris07 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 7 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris08 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 8 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris09 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 9 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris10 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 10 RequiresLivePlayer = Yes End End ; ---------------------------------------------- ; The death of a large structure ObjectCreationList OCL_LargeStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:0 Y:0 Z:25 Mass = 40.0 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:40 Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End End ; ---------------------------------------------- ; The death of a larger structure ObjectCreationList OCL_VeryLargeStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-15 Y:15 Z:40 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:15 Y:-15 Z:40 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-15 Y:-15 Z:40 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:15 Y:15 Z:40 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:80 Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:100 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 7 BounceSound = BuildingDebris End End ; ----------------------------------------------------------------------------- ; America War Factory Debris ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaWarFactoryDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:45 Y:-11 Z:15 Mass = 30.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-33 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-11 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-45 Y:-33 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-45 Y:11 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:33 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-11 Z:25 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-33 Z:20 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-45 Y:-11 Z:20 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:-15 Y:11 Z:20 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End End ; ---------------------------------------------- ObjectCreationList OCL_ABPowerPlantExplode CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:0 Y:0 Z:25 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:40 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_ABStingerSiteDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-15 Y:15 Z:5 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:15 Y:15 Z:5 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:20 Mass = 20.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_ABTunnelNetworkDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-15 Y:15 Z:0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:15 Y:15 Z:0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:15 Mass = 20.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End End ; ---------------------------------------------------------------------------- ; GLA Death ; ---------------------------------------------------------------------------- ObjectCreationList OCL_TechnicalAirDeathStart ApplyRandomForce MinForceMagnitude = 60 MaxForceMagnitude = 100 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UITech_Man_SKN AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3 AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3 AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart ApplyRandomForce MinForceMagnitude = 100 MaxForceMagnitude = 100 MinForcePitch = 90 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UITech_Man_SKN AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3 AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3 AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart02 ApplyRandomForce MinForceMagnitude = 10 MaxForceMagnitude = 10 MinForcePitch = 90 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UITech_Man_SKN AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3 AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3 AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_WorkerFlyingOffBikeDeathStart ApplyRandomForce MinForceMagnitude = 60 MaxForceMagnitude = 100 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UIWRKR_SKN AnimationSet = UIWRKR_SKL.UIWRKR_ADTE1 UIWRKR_SKL.UIWRKR_ADTE2 UIWRKR_SKL.UIWRKR_ADTE3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE INHERIT_VELOCITY OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_RebelFlyingOffBikeDeathStart ApplyRandomForce MinForceMagnitude = 60 MaxForceMagnitude = 100 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UITech_Man_SKN AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3 AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3 AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE INHERIT_VELOCITY OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_TunnelDefenderFlyingOffBikeDeathStart ApplyRandomForce MinForceMagnitude = 60 MaxForceMagnitude = 100 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UITunF_SKN AnimationSet = UITunF_SKL.UITunF_ADTA1 UITunF_SKL.UITunF_ADTA2 UITunF_SKL.UITunF_ADTA3 AnimationSet = UITunF_SKL.UITunF_ADTE1 UITunF_SKL.UITunF_ADTE2 UITunF_SKL.UITunF_ADTE3 AnimationSet = UITunF_SKL.UITunF_ADTF1 UITunF_SKL.UITunF_ADTF2 UITunF_SKL.UITunF_ADTF3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE INHERIT_VELOCITY OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_JarmenKellFlyingOffBikeDeathStart ApplyRandomForce MinForceMagnitude = 60 MaxForceMagnitude = 100 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UIHERO_SKN AnimationSet = UIHERO_SKL.UIHERO_ADTG21 UIHERO_SKL.UIHERO_ADTG22 UIHERO_SKL.UIHERO_ADTG23 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE INHERIT_VELOCITY OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_TerroristFlyingOffBikeDeathStart ApplyRandomForce MinForceMagnitude = 60 MaxForceMagnitude = 100 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UITRST_SKN AnimationSet = UITRST_SKL.UITRST_ADTE1 UITRST_SKL.UITRST_ADTE2 UITRST_SKL.UITRST_ADTE3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE INHERIT_VELOCITY OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_HijackerFlyingOffBikeDeathStart ApplyRandomForce MinForceMagnitude = 60 MaxForceMagnitude = 100 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UIHJCK_SKN AnimationSet = UIHJCK_SKL.UIHJCK_ADTE1 UIHJCK_SKL.UIHJCK_ADTE2 UIHJCK_SKL.UIHJCK_ADTE3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE INHERIT_VELOCITY OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ; GLA Terrorist Suicide-bomber Death (the high version) ; ---------------------------------------------------------------------------- ObjectCreationList OCL_TerroristDeathHigh ApplyRandomForce MinForceMagnitude = 50 MaxForceMagnitude = 70 MinForcePitch = 100 MaxForcePitch = 130 SpinRate = 120 End CreateDebris ModelNames = UITRST_SKN AnimationSet = UITRST_SKL.UITRST_DTB1 UITRST_SKL.UITRST_DTB2 UITRST_SKL.UITRST_DTB3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 100 MaxForcePitch = 130 End End ; ---------------------------------------------------------------------------- ; GLARocketBuggy Death ; ---------------------------------------------------------------------------- ObjectCreationList OCL_RocketBuggyAirDeathStart CreateObject ObjectNames = GLARocketBuggyFullDebris Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 200 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_RocketBuggyAirDeath CreateDebris ModelNames = UVRockBug_D2 ;Tire Mass = 2.0 ExtraBounciness = 0.1 ; positive makes it extra bouncy, negative makes it less bouncy Count = 4 Disposition = RANDOM_FORCE MinForceMagnitude = 4 MaxForceMagnitude = 6 MinForcePitch = 0 MaxForcePitch = 360 SpinRate = 180 End CreateDebris ModelNames = UVRockBug_D3 ; scrap Mass = 4.0 ExtraBounciness = -0.15 ; positive makes it extra bouncy, negative makes it less bouncy Count = 8 Disposition = RANDOM_FORCE MinForceMagnitude = 4 MaxForceMagnitude = 6 MinForcePitch = 0 MaxForcePitch = 360 SpinRate = 180 BounceSound = VehicleDebris End End ; ---------------------------------------------- ObjectCreationList OCL_BuggyRocketScatter CreateObject ObjectNames = RocketBuggyMissileDebris Count = 5 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 60 MinForcePitch = 70 MaxForcePitch = 90 End End ; ---------------------------------------------------------------------------- ; GLARocketBuggy Death ; ---------------------------------------------------------------------------- ObjectCreationList OCL_CombatBikeAirDeathStart CreateObject ObjectNames = GLACombatBikeFullDebris Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 200 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_CombatBikeAirDeath CreateDebris ModelNames = UVComBike_D2 ;Tire Offset = X:8.73 Y:-2.204 Z:2.345 Mass = 2.0 ExtraBounciness = 0.1 ; positive makes it extra bouncy, negative makes it less bouncy Count = 2 Disposition = RANDOM_FORCE MinForceMagnitude = 4 MaxForceMagnitude = 6 MinForcePitch = 0 MaxForcePitch = 360 SpinRate = 180 End CreateDebris ModelNames = UVComBike_D3 ; scrap Offset = X:-3.579 Y:-0.653 Z:3.326 Mass = 2.0 ExtraBounciness = -0.15 ; positive makes it extra bouncy, negative makes it less bouncy Count = 2 Disposition = RANDOM_FORCE MinForceMagnitude = 4 MaxForceMagnitude = 6 MinForcePitch = 0 MaxForcePitch = 360 SpinRate = 180 BounceSound = VehicleDebris End End ; ---------------------------------------------- ObjectCreationList OCL_CombatBike_ToppledHulk CreateObject ObjectNames = GLACombatBikeToppledHulk Disposition = LIKE_EXISTING End End ; ---------------------------------------------- ObjectCreationList OCL_BurnedCarHull CreateDebris ModelNames = CVCarHulk Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 200 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 200 BounceSound = DebrisBigMetal End End ; ---------------------------------------------- ObjectCreationList OCL_CarWallExplode CreateDebris ModelNames = CVCarHulk Offset = X:10 Y:0 Z:2 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 20 MaxForceMagnitude = 30 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 100 End CreateDebris ModelNames = CVCarHulk Offset = X:0 Y:0 Z:2 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 20 MaxForceMagnitude = 30 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 100 End CreateDebris ModelNames = CVCarHulk Offset = X:-10 Y:0 Z:2 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 20 MaxForceMagnitude = 30 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 100 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BurningEmbers CreateObject ObjectNames = BurningEmber Offset = X:0 Y:0 Z:20 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 2 MaxForceMagnitude = 4 MinForcePitch = 60 MaxForcePitch = 70 ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ExtraFriction = 30 ; or slide (friction/sec) End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_CrusaderTurret CreateDebris ModelNames = AVLeopard_D2 Offset = X:0.491 Y:0.028 Z:7.717 Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 300 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVLeopard_D3 Offset = X:15.684 Y:0.942 Z:8.729 Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 300 BounceSound = DebrisBigMetal End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_OverlordTurret CreateDebris ModelNames = AVCrusader_D2 Count = 1 Mass = 60.0 Disposition = RANDOM_FORCE MinForceMagnitude = 150 MaxForceMagnitude = 225 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 200 BounceSound = DebrisBigMetal End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_OverlordGattlingCannon CreateObject ObjectNames = ChinaTankOverlordGattlingCannon Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_OverlordPropagandaTower CreateObject ObjectNames = ChinaTankOverlordPropagandaTower Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_OverlordBattleBunker CreateObject ObjectNames = ChinaTankOverlordBattleBunker Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelixGattlingCannon CreateObject ObjectNames = ChinaHelixGattlingCannon Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelixPropagandaTower CreateObject ObjectNames = ChinaHelixPropagandaTower Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelixBattleBunker CreateObject ObjectNames = ChinaHelixBattleBunker Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_Infa_HelixBattleBunker CreateObject ObjectNames = Infa_ChinaHelixBattleBunker Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DragonDebris CreateDebris ModelNames = NVDragon_D2 Offset = X:-5.699 Y:3.342 Z:4.488 Count = 1 Mass = 3.5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 BounceSound = VehicleDebris End CreateDebris ModelNames = NVDragon_D2 Offset = X:-5.699 Y:-3.738 Z:4.488 Count = 1 Mass = 40 Disposition = RANDOM_FORCE MinForceMagnitude = 80 MaxForceMagnitude = 100 SpinRate = 180 MinForcePitch = 75 MaxForcePitch = 90 End CreateDebris ModelNames = NVDragon_D2 Offset = X:-7.364 Y:0.0 Z:8.32 Count = 1 Mass = 3.5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 BounceSound = VehicleDebris End CreateDebris ModelNames = NVDragon_D3 Offset = X:3.655 Y:0.0 Z:11.703 Count = 1 Mass = 4.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1 BounceSound = VehicleDebris End CreateObject ObjectNames = ChinaTankDragonDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End End ; ---------------------------------------------- ObjectCreationList OCL_StructureToppleInitial CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureToppleDelay CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureToppleCrush CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureCollapseInitial CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureCollapseDelay CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureCollapseFinal CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ComancheBlades CreateObject ObjectNames = ComancheBlades Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 SpinRate = 50 MinLifetime = 99999999 ; we destroy in the object collide MaxLifetime = 99999999 ; with ground module End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelixBlades CreateDebris ModelNames = NVHelix_prop ;Rotor Mass = 1.7 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.0 YawRate = 360 ; positive spinning rotor PitchRate = 0 RollRate = 0 End CreateDebris ModelNames = NVHelix_prop ;Rotor Mass = 1.7 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.0 YawRate = -360 ; negative spinning rotor PitchRate = 0 RollRate = 0 End End ; ----------------------------------------------------------------------------- ; Helicopter starting death sequence ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelicopterStartDeath CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ; ----------------------------------------------------------------------------- ; Helicopter "blade" explosion phase in a chopper spirialing down to death ; Also, escape pod is ejected ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelicopterBladeExplosion CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 3 Mass = 10.0 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 ParticleSystem = BuggyDebrisTireTrail End CreateDebris ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08 Count = 3 Mass = 10.0 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; ----------------------------------------------------------------------------- ; The helicopter hit ground effect ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelicopterHitGround CreateDebris ModelNames = AVComanche_D5 ; These are the helicopter blades Count = 4 Mass = 6.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; The helicopter on the ground finally blows up effect ; ----------------------------------------------------------------------------- ObjectCreationList OCL_GroundedHelicopterBlowUp CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Count = 4 Mass = 5.0 Disposition = SEND_IT_UP DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; Eject a pilot via placing him the ground near the dead hulk. ; ----------------------------------------------------------------------------- ObjectCreationList OCL_EjectPilotOnGround CreateObject ObjectNames = AmericaInfantryPilot IgnorePrimaryObstacle = Yes InheritsVeterancy = Yes Disposition = RANDOM_FORCE MinForceMagnitude = 2 MaxForceMagnitude = 3 MinForcePitch = 50 MaxForcePitch = 60 SpinRate = 0 InvulnerableTime = 2000;milliseconds RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; Eject a pilot via direct paradrop. ; ----------------------------------------------------------------------------- ObjectCreationList OCL_EjectPilotViaParachute CreateObject ObjectNames = AmericaInfantryPilot PutInContainer = AmericaParachute IgnorePrimaryObstacle = Yes InheritsVeterancy = Yes Disposition = RANDOM_FORCE MinForceMagnitude = 10 MaxForceMagnitude = 12 MinForcePitch = 50 MaxForcePitch = 60 SpinRate = 0 InvulnerableTime = 2000;milliseconds RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; Eject a cinematic pilot via direct paradrop. ; ----------------------------------------------------------------------------- ObjectCreationList OCL_CINE_EjectPilotViaParachute CreateObject ObjectNames = CINE_AmericaInfantryPilot PutInContainer = AmericaParachute IgnorePrimaryObstacle = Yes InheritsVeterancy = Yes Disposition = RANDOM_FORCE MinForceMagnitude = 10 MaxForceMagnitude = 12 MinForcePitch = 50 MaxForcePitch = 60 SpinRate = 0 InvulnerableTime = 2000;milliseconds RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_DaisyCutter DeliverPayload Transport = AmericaJetB52 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = DaisyCutterBomb DeliveryDistance = 140 DeliveryDecalRadius = 170 DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_MOAB DeliverPayload Transport = AmericaJetB3 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = MOAB DeliveryDistance = 160 PreOpenDistance = 160 DeliveryDecalRadius = 170 DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_LeafletDrop DeliverPayload Transport = AmericaJetB52 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = LeafletContainer DeliveryDistance = 160 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:255 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_NeutronMissile FireWeapon Weapon = NeutronMissileWeapon End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ScudStorm Attack WeaponSlot = PRIMARY NumberOfShots = 9 DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius DeliveryDecal Texture = SCCScudStorm_GLA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ArtilleryBarrage1 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 12 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ArtilleryBarrage2 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 24 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ArtilleryBarrage3 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 36 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_NapalmStrike DeliverPayload Transport = ChinaJetMIGNapalmStriker FormationSize = 5 FormationSpacing = 35.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 DropDelay = 0 Payload = NapalmMissile 1 FireWeapon = Yes DeliveryDistance = 300 WeaponConvergenceFactor = 1.0 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCNapalmStrike_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1 DeliverPayload Transport = AmericaJetA10Thunderbolt FormationSize = 1 FormationSpacing = 35.0 WeaponConvergenceFactor = 0.5 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DropDelay = 500 ;time in between each set of items dropped (if more than one) DeliveryDistance = 450 ;distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped. VisibleNumBones = 6 ;Number of bones. VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. DiveStartDistance = 500 DiveEndDistance = 300 StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range) StrafeLength = 450 StrafeWeaponFX = FX_DamageTankStruckSmallArms DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2 DeliverPayload Transport = AmericaJetA10Thunderbolt FormationSize = 2 FormationSpacing = 35.0 WeaponConvergenceFactor = 0.5 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DropDelay = 500 ;time in between each set of items dropped (if more than one) DeliveryDistance = 450 ;distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped. VisibleNumBones = 6 ;Number of bones. VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. DiveStartDistance = 500 DiveEndDistance = 300 StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range) StrafeLength = 450 StrafeWeaponFX = FX_DamageTankStruckSmallArms DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3 DeliverPayload Transport = AmericaJetA10Thunderbolt FormationSize = 3 FormationSpacing = 35.0 WeaponConvergenceFactor = 0.5 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DropDelay = 500 ;time in between each set of items dropped (if more than one) DeliveryDistance = 450 ;distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped. VisibleNumBones = 6 ;Number of bones. VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. DiveStartDistance = 500 DiveEndDistance = 300 StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range) StrafeLength = 450 StrafeWeaponFX = FX_DamageTankStruckSmallArms DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_TerrorCell CreateObject ObjectNames = GLAInfantryTerrorist Count = 5 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 FadeSound = TerrorCellActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RepairVehicles1 CreateObject ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level1 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RepairVehicles2 CreateObject ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level2 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RepairVehicles3 CreateObject ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level3 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Frenzy1 CreateObject ObjectNames = Frenzy_InvisibleMarker_Level1 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Frenzy2 CreateObject ObjectNames = Frenzy_InvisibleMarker_Level2 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Frenzy3 CreateObject ObjectNames = Frenzy_InvisibleMarker_Level3 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_GPSScrambler CreateObject ObjectNames = GPSScrambler_InvisibleMarker Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_SpySatellite CreateObject ObjectNames = SpySatellitePing Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_SpyDrone CreateObject ObjectNames = AmericaVehicleSpyDrone Disposition = LIKE_EXISTING Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RadarVanScan CreateObject ObjectNames = RadarVanPing Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RebelAmbush1 CreateObject ObjectNames = GLAInfantryRebel Count = 4 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RebelAmbush2 CreateObject ObjectNames = GLAInfantryRebel Count = 8 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RebelAmbush3 CreateObject ObjectNames = GLAInfantryRebel Count = 16 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Demo_SUPERWEAPON_RebelAmbush1 CreateObject ObjectNames = Demo_GLAInfantryRebel Count = 4 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Demo_SUPERWEAPON_RebelAmbush2 CreateObject ObjectNames = Demo_GLAInfantryRebel Count = 6 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Demo_SUPERWEAPON_RebelAmbush3 CreateObject ObjectNames = Demo_GLAInfantryRebel Count = 10 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Slth_SUPERWEAPON_RebelAmbush1 CreateObject ObjectNames = Slth_GLAInfantryRebel Count = 4 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Slth_SUPERWEAPON_RebelAmbush2 CreateObject ObjectNames = Slth_GLAInfantryRebel Count = 8 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Slth_SUPERWEAPON_RebelAmbush3 CreateObject ObjectNames = Slth_GLAInfantryRebel Count = 16 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; The black market nuke doesn't have any art yet so right now it is going ; to use the daisy cutter animation/bomb stuff -- only because this is going ; to be a nuke dropped from a plane ObjectCreationList SUPERWEAPON_BlackMarketNuke DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = BlackMarketNuke DeliveryDistance = 140 DeliveryDecalRadius = 100 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_DetonateDirtyNuke CreateObject ObjectNames = CargoTruckNuke MinLifetime = 3000 ; min lifetime in msec MaxLifetime = 3000 ; max lifetime in msec End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DirtyNuke CreateObject ObjectNames = CargoTruckNuke MinLifetime = 1 ; min lifetime in msec MaxLifetime = 1 ; max lifetime in msec End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; The anthrax bomb doesn't have any art yet so right now it is going ; to use the daisy cutter animation/bomb stuff -- only because this is going ; to be a nuke dropped from a plane ObjectCreationList SUPERWEAPON_AnthraxBomb DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = AnthraxBomb DeliveryDistance = 140 DeliveryDecalRadius = 200 DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = Yes End End End ObjectCreationList SUPERWEAPON_AnthraxBombGamma DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = AnthraxBombGamma DeliveryDistance = 140 DeliveryDecalRadius = 200 DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Paradrop1 DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 150 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 5 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Paradrop2 DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Paradrop3 DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = No MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ClusterMines DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:20 Y:20 Z:0 Payload = ClusterMinesBomb 1 DeliveryDistance = 140 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCClusterMines_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_EMPPulse DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:20 Y:20 Z:0 Payload = EMPPulseBomb 1 DeliveryDistance = 150 DeliveryDecalRadius = 200 DeliveryDecal Texture = SCCEMPPulse_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:40 G:110 B:210 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_CrateDrop DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute Payload = 200DollarCrate 10 DeliveryDistance = 250 DeliveryDecalRadius = 100 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_CarpetBomb DeliverPayload Transport = AmericaJetB52 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:30 Y:40 Z:0 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) Payload = CarpetBomb 15 DeliveryDistance = 400 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList AirF_SUPERWEAPON_CarpetBomb DeliverPayload Transport = AirF_AmericaJetB3 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:30 Y:40 Z:0 DropDelay = 130 ;500 ; time in between each item dropped (if more than one) Payload = CarpetBomb 12 DeliveryDistance = 500 DeliveryDecalRadius = 180 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb DeliverPayload Transport = ChinaJetCarpetBomber StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:30 Y:40 Z:0 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) Payload = GC_Nuke_ChinaCarpetBomb 10 DeliveryDistance = 350 DeliveryDecalRadius = 180 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ChinaCarpetBomb DeliverPayload Transport = ChinaJetCarpetBomber StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:30 Y:40 Z:0 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) Payload = ChinaCarpetBomb 10 DeliveryDistance = 350 DeliveryDecalRadius = 180 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaSupplyDropZoneCrateDrop DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 350 PutInContainer = AmericaCrateParachute Payload = SupplyDropZoneCrate 6 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 410 End End ; ----------------------------------------------------------------------------- ; The daisy cutter bomb blows up and releases these objects to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DaisyCutterExplode ; This daisy cutter gas is the actual object that does the damage CreateObject ObjectNames = DaisyCutterGas Disposition = LIKE_EXISTING End ; Random debris for the bomb shell breaking up CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; The EMP bomb blows up and releases these objects to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ObjectCreationList OCL_EMPPulseEffectSpheroids CreateObject ObjectNames = EMPPulseEffectSpheroid Count = 1; Used to be 3... MLorenzen changed, Monday Nov. 11 End End ; ----------------------------------------------------------------------------- ; The MOAB bomb blows up and releases this object to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ObjectCreationList OCL_MOABEffectSpheroid CreateObject ObjectNames = MOABEffectSpheroid Count = 1 End End ; ----------------------------------------------------------------------------- ; The Leaflet bomb blows up and releases this object to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; The EMP mine blows up and releases this object to continue ; the "EMP effect" process ; ----------------------------------------------------------------------------- ObjectCreationList OCL_EMPMineEffectSpheroid CreateObject ObjectNames = EMPMineEffectSpheroid Count = 1 End End ; ----------------------------------------------------------------------------- ; Infantry who die to flame damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_FlamingInfantry CreateObject ObjectNames = FlamingInfantry Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; Infantry who die to toxic damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxicInfantry CreateObject ObjectNames = ToxicInfantry Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; Infantry who die to toxic anthrax beta damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxicInfantryBeta CreateObject ObjectNames = ToxicInfantryBeta Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; Infantry who die to toxic anthrax Gamma damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxicInfantryGamma CreateObject ObjectNames = ToxicInfantryGamma Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; Infantry who die to toxic damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxicInfantry_TerroristOnly CreateObject ObjectNames = ToxicInfantry_TerroristOnly Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; Infantry who die to toxic anthrax beta damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxicInfantryBeta_TerroristOnly CreateObject ObjectNames = ToxicInfantryBeta_TerroristOnly Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; Infantry who die to toxic anthrax Gamma damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxicInfantryGamma_TerroristOnly CreateObject ObjectNames = ToxicInfantryGamma_TerroristOnly Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; The windmill blades and the roof of the hut for the GLA power plant ; ----------------------------------------------------------------------------- ObjectCreationList OCL_GLAPowerPlantDeathFinal ; Hut roof CreateDebris ModelNames = UBPwrPlant_D2 Offset = X:-9.08 Y:-8.547 Z:16.598 Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = BuildingDebris End ;Windmill blades CreateObject ObjectNames = GLAPowerPlantWindmillBlade Offset = X:-3.532 Y:37.388 Z:27.822 Count = 3 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 1000 End End ; ----------------------------------------------------------------------------- ; Chunks of Humvee ; ----------------------------------------------------------------------------- ObjectCreationList OCL_InitialHumveeDebris CreateObject ObjectNames = AmericaVehicleHumveeDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End End ObjectCreationList OCL_FinalHumveeDebris CreateDebris ModelNames = AVHUMMER_D2 ;tire Offset = X:-7.098 Y:5.7 Z:2.9 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = AVHUMMER_D2 ;tire Offset = X:10.407 Y:-5.7 Z:2.9 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = AVHUMMER_D3 ;door Offset = X:.071 Y:6.73 Z:7.273 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 60 MaxForcePitch = 70 SpinRate = 90 BounceSound = VehicleDebris End ; Random debris CreateDebris ModelNames = AVHUMMER_D3 ;door Offset = X:.071 Y:-6.73 Z:7.273 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 60 MinForcePitch = 60 MaxForcePitch = 70 SpinRate = 90 BounceSound = VehicleDebris End ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; Chunks of Ambulance ; ----------------------------------------------------------------------------- ObjectCreationList OCL_FinalAmbulanceDebris CreateObject ObjectNames = AmericaVehicleAmbulanceDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End CreateDebris ModelNames = AVAmbulance_D2 ;tire Offset = X:-7.098 Y:5.7 Z:2.9 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = AVAmbulance_D2 ;tire Offset = X:10.407 Y:-5.7 Z:2.9 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = AVAmbulance_D3 ;door Offset = X:.071 Y:6.73 Z:7.273 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 60 MaxForcePitch = 70 SpinRate = 90 BounceSound = VehicleDebris End ; Random debris CreateDebris ModelNames = AVAmbulance_D3 ;door Offset = X:.071 Y:-6.73 Z:7.273 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 60 MinForcePitch = 60 MaxForcePitch = 70 SpinRate = 90 BounceSound = VehicleDebris End ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; Troop Crawler Death ; ----------------------------------------------------------------------------- ObjectCreationList OCL_FinalTroopCrawlerDebris ;extra generic bits CreateObject ObjectNames = ChinaVehicleTroopCrawlerDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End CreateDebris ModelNames = NVTCRAWLER_D2 ;tire Offset = X:3.869 Y:-6.784 Z:3.215 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D3 ;tire Offset = X:-14.729 Y:-6.924 Z:3.452 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D4 ;tire Offset = X:-15.097 Y:6.728 Z:3.585 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D5 ;tire Offset = X:11.096 Y:6.894 Z:3.145 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; Assault Troop Crawler Death ; ----------------------------------------------------------------------------- ObjectCreationList OCL_FinalAssaultTroopCrawlerDebris ;extra generic bits CreateObject ObjectNames = ChinaVehicleAssaultTroopCrawlerDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End CreateDebris ModelNames = NVTCRAWLER_D2 ;tire Offset = X:3.869 Y:-6.784 Z:3.215 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D3 ;tire Offset = X:-14.729 Y:-6.924 Z:3.452 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D4 ;tire Offset = X:-15.097 Y:6.728 Z:3.585 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D5 ;tire Offset = X:11.096 Y:6.894 Z:3.145 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; BattleMaster death ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaTankBattleMasterDebris CreateObject ObjectNames = ChinaVehicleBattleMasterDeadHull Offset = X:0 Y:0.0 Z:0 Count = 1 Disposition = RANDOM_FORCE End CreateDebris ModelNames = NVBtMstr_D2 Offset = X:2.506 Y:0.0 Z:7.044 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVBtMstr_D3 Offset = X:7.366 Y:0.0 Z:9.024 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Extra bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; The radar dish and the gun barrel debris for the overlord tank ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaTankOverlordDebris ; Radar Dish CreateDebris ModelNames = NVOvrlrd_D2 Offset = X:-1.492 Y:0.0 Z:17.946 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Random debris CreateDebris ModelNames = NVOvrlrd_D3 Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Random debris CreateDebris ModelNames = NVOvrlrd_D4 Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Gun Barrel CreateObject ObjectNames = ChinaTankOverlordBarrelDebris Offset = X:-8.84 Y:-7.283 Z:12.54 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 45 End ; Burned out hull CreateObject ObjectNames = ChinaTankOverlordDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End End ; ----------------------------------------------------------------------------- ; The exploding gattling tank debris ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaTankGattlingDebris CreateObject ObjectNames = DeadChinaGattlingTankHulk Offset = X:-6.62 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING End CreateDebris ModelNames = NVGattTank_D2 ; borrowing a turret body debris from batmaster Offset = X:2.506 Y:0.0 Z:7.044 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVGattTank_D3 ; borrowing a turret barrel debris Offset = X:7.366 Y:0.0 Z:9.024 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Extra bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ObjectCreationList OCL_ChinaTankECMDebris CreateObject ObjectNames = DeadChinaECMTankHulk Offset = X:-6.62 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING End CreateDebris ModelNames = NVBanshee_D2 ; borrowing a turret body debris from batmaster Offset = X:2.506 Y:0.0 Z:7.044 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Extra bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; The dam breaking creates the waveguide object ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DamDie CreateObject ObjectNames = WaveGuide Count = 1 Disposition = LIKE_EXISTING End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaDozerExplode CreateObject ObjectNames = ChinaDeadDozerHulk Offset = X:-6.62 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING End CreateDebris ModelNames = nvconstdoz_D2 Offset = X:8.93 Y:0.0 Z:4.13 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = nvconstdoz_D3 Offset = X:5.224 Y:-3.613 Z:10.611 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.6 End CreateDebris ModelNames = nvconstdoz_D4 Offset = X:-2.588 Y:-9.683 Z:3.87 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = AVScrap2 Offset = X:-0.805 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = AVScrap2 Offset = X:-14.235 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = AVScrap2 Offset = X:-14.901 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = AVScrap5 Offset = X:-14.235 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.7 End CreateDebris ModelNames = AVScrap5 Offset = X:-8.652 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = AVScrap5 Offset = X:-5.844 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.7 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaDozerExplode CreateObject ObjectNames = AmericaDeadDozerHulk Offset = X:-7.962 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING End CreateDebris ModelNames = avconstdoz_D2 Offset = X:3.38 Y:-5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = avconstdoz_D2 Offset = X:-17.962 Y:-5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = avconstdoz_D2 Offset = X:-17.962 Y:5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = avconstdoz_D3 Offset = X:8.93 Y:0.0 Z:4.13 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.6 End CreateDebris ModelNames = avconstdoz_D4 Offset = X:-2.588 Y:-9.683 Z:3.87 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = avconstdoz_D5 Offset = X:-0.805 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = AVScrap2 Offset = X:-14.235 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = AVScrap2 Offset = X:-14.901 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = AVScrap5 Offset = X:-14.235 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.7 End CreateDebris ModelNames = AVScrap5 Offset = X:-8.652 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = AVScrap5 Offset = X:-5.844 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.7 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaScoutDroneExplode CreateObject ObjectNames = AmericaScoutDroneHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.5 End CreateDebris ModelNames = AVScoutDr_D2 ;propellor Offset = X:-8.5 Y:0.0 Z:2.4 Mass = 8 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY MinForceMagnitude = 5 MaxForceMagnitude = 6 MinForcePitch = 60 MaxForcePitch = 90 SpinRate = 100 End CreateDebris ModelNames = AVScoutDr_D3 ;wing 1 of 2 Offset = X:0.0 Y:5.0 Z:0.0 Mass = 4.2 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = VehicleDebris End CreateDebris ModelNames = AVScoutDr_D3 ;wing 2 of 2 Offset = X:0.0 Y:-5.0 Z:0.0 Mass = 2.2 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = VehicleDebris End CreateDebris ModelNames = AVScoutDr_D4 ;flat panel? Offset = X:-7.75 Y:-2.1 Z:1.16 Mass = 4 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = VehicleDebris End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaBattleDroneExplode CreateObject ObjectNames = AmericaBattleDroneHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.5 End CreateDebris ModelNames = AVBattleDr_D2 Offset = X:-8.5 Y:0.0 Z:2.4 Mass = 8 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY BounceSound = VehicleDebris End CreateDebris ModelNames = AVBattleDr_D3 Offset = X:0.0 Y:5.0 Z:0.0 Mass = 4 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = VehicleDebris End End ;------------------------------------------------------------------------------ ;Raptor has just been killed ;------------------------------------------------------------------------------ ObjectCreationList OCL_RaptorDeathInitial ;The left wing broken off CreateDebris ModelNames = AVRaptor_D4 Offset = X:-5.598 Y:8.188 Z:0.04 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 40.0 SpinRate = 20.0 End End ;------------------------------------------------------------------------------ ;Secondary explosion to take place after a delay specified in the ;JetSlowDeathBehavior module ;------------------------------------------------------------------------------ ObjectCreationList OCL_RaptorDeathSecondary End ;------------------------------------------------------------------------------ ;Dying raptor just hit the ground ;------------------------------------------------------------------------------ ObjectCreationList OCL_RaptorDeathHitGround ; ;This is the main fuselage of the raptor ;The subobject will explode on impact... and can have ;effects while it crashes. ; ;This is the vertical stabilizer that rips off CreateDebris ModelNames = AVRaptor_D2 Offset = X:-7.999 Y:4.314 Z:2.86 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 20.0 SpinRate = 50.0 End ;The horizontal stabilizer broken off CreateDebris ModelNames = AVRaptor_D3 Offset = X:-12.822 Y:-6.425 Z:0.234 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 30.0 SpinRate = 30.0 End ;The left wing broken off CreateDebris ModelNames = AVRaptor_D4 Offset = X:-5.598 Y:8.188 Z:0.04 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 40.0 SpinRate = 20.0 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BattleBusStartUndeath CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 ; ModelNames = UVBattBus_D1 UVBattBus_D2 UVBattBus_D3 UVBattBus_D4 Offset = X:-40.0 Y:0.0 Z:0.0 Count = 1 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BattleBusHitGround CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-40.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End End ; ------------------------------------------------------------------------------ ObjectCreationList OCL_BattleBusDeath CreateObject ObjectNames = DeadBattleBusHulk Offset = X:-7.962 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING End CreateDebris ModelNames = UVBattBus_D2 Offset = X:3.38 Y:-5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = UVBattBus_D3 Offset = X:-17.962 Y:-5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = UVBattBus_D4 Offset = X:-17.962 Y:5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_RaptorDeathFinalBlowUp CreateObject ObjectNames = AmericaJetRaptorHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ObjectCreationList OCL_BigPlaneDeath CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-40.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-20.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:20.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:40.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-30.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-15.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:15.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:30.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End End ;------------------------------------------------------------------------------ ObjectCreationList OCL_AmericaJetCargoDeathStart ; CreateObject ; ObjectNames = AmericaJetCargoHulk ; Offset = X:0.0 Y:0.0 Z:0.0 ; Count = 1 ; Disposition = LIKE_EXISTING INHERIT_VELOCITY ; End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-40.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-20.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:20.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:40.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-30.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-15.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1600 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:15.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:30.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End End ;------------------------------------------------------------------------------ ObjectCreationList OCL_AmericaJetCargoHulkDeath CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-40.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-20.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:20.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:40.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-30.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-15.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:15.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:30.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_A10DeathFinalBlowUp CreateObject ObjectNames = AmericaJetA10Hulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_SpectreDeathFinalBlowUp CreateObject ObjectNames = SpectreHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_A10DeathHitGround ;wings that rips off CreateDebris ModelNames = AVWarthog_D2 Offset = X:-7.999 Y:4.314 Z:2.86 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 MinForcePitch = 0.0 MaxForcePitch = 20.0 SpinRate = 50.0 MinLifetime = 4000 MaxLifetime = 6000 End CreateDebris ModelNames = AVWarthog_D2 Offset = X:7.999 Y:4.314 Z:2.86 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 MinForcePitch = 0.0 MaxForcePitch = 20.0 SpinRate = 50.0 MinLifetime = 4000 MaxLifetime = 6000 End ;engines rip off CreateDebris ModelNames = AVWarthog_D3 Offset = X:-2.822 Y:-6.425 Z:0.234 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 MinForcePitch = 0.0 MaxForcePitch = 30.0 SpinRate = 30.0 MinLifetime = 4000 MaxLifetime = 6000 End CreateDebris ModelNames = AVWarthog_D3 Offset = X:2.822 Y:-6.425 Z:0.234 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 MinForcePitch = 0.0 MaxForcePitch = 30.0 SpinRate = 30.0 MinLifetime = 4000 MaxLifetime = 6000 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_StealthDeathFinalBlowUp CreateObject ObjectNames = AmericaJetStealthHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_AuroraDeathFinalBlowUp CreateObject ObjectNames = AmericaJetAuroraHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;MIG has just been killed ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathInitial ;The left wing broken off CreateDebris ModelNames = NVMIG_D4 Offset = X:7.027 Y:-3.033 Z:3.008 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 40.0 SpinRate = 20.0 End End ;------------------------------------------------------------------------------ ;Secondary explosion to take place after a delay specified in the ;JetSlowDeathBehavior module ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathSecondary End ;------------------------------------------------------------------------------ ;Dying MIG just hit the ground ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathHitGround ; ;This is the main fuselage of the MIG ;The subobject will explode on impact... and can have ;effects while it crashes. ; ;This is the vertical stabilizer that rips off CreateDebris ModelNames = NVMIG_D2 Offset = X:-10.388 Y:3.573 Z:2.872 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 20.0 SpinRate = 50.0 End ;The horizontal stabilizer broken off CreateDebris ModelNames = NVMIG_D3 Offset = x:-9.536 Y:3.573 Z:1.334 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 30.0 SpinRate = 30.0 End ;The left wing broken off CreateDebris ModelNames = NVMIG_D4 Offset = X:7.027 Y:-3.033 Z:3.008 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 40.0 SpinRate = 20.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathFinalBlowUp CreateObject ObjectNames = ChinaJetMIGHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;This one blows up glamerously with no hulk! Lots of fragments. ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathFinalBlowUp_CinematicVersion ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING RANDOM_FORCE DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BridgeDamaged01 CreateDebris ModelNames = CVTanker_d15 Offset = x: -7.869 y: .07 z: 3.663 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BridgeRepaired01 End ; ---------------------------------------------- ; This is what happens to a missile when shot down ; by a point defense laser! Should be quick and ; cheap. ObjectCreationList OCL_GenericMissileDisintegrate ; CreateDebris ; ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 ; Count = 1 ; Mass = 5.0 ; Disposition = SEND_IT_FLYING ; DispositionIntensity = 1.5 ; End CreateDebris ModelNames = GXMammoth_D01 Offset = X:0 Y:0 Z:0 Mass = 2 Count = 1 Disposition = RANDOM_FORCE INHERIT_VELOCITY MinForceMagnitude = 1 MaxForceMagnitude = 2 SpinRate = 180 MinForcePitch = 75 MaxForcePitch = 90 End End ; ----------------------------------------------------------------------------- ; The animated trainwreck object... THIS IS ONLY FOR TEST ; ----------------------------------------------------------------------------- ObjectCreationList OCL_TrainWreck CreateObject ObjectNames = SpecialEffectsTrainCrashObject Count = 1 Disposition = LIKE_EXISTING End End ; ----------------------------------------------------------------------------- ; The vehicle-crashes-into-building effect ; ----------------------------------------------------------------------------- ObjectCreationList OCL_VehicleCrashesIntoBuilding CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; Tsing Ma bridge destruction object debris pieces ; ----------------------------------------------------------------------------- ObjectCreationList OCL_TsingMaExplosion CreateDebris ModelNames = CMTsingMa_d04 CMTsingMa_d05 Count = 35 Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 Offset = X:10 Y:0 Z:0 End CreateDebris ModelNames = CMTsingMa_d03 Count = 5 Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 Offset = X:10 Y:0 Z:0 End CreateDebris ModelNames = CMTsingMa_d01 CMTsingMa_d02 Count = 3 Mass = 50.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 SpinRate = 10.0 Offset = X:10 Y:0 Z:0 MinLifetime = 40000 MaxLifetime = 60000 End End ; --------------------------------------------------------------------------------------- ; The Tanks that drive over the Tsing Ma Bridge Cinematic Sequence ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_TsingMaTankColumn CreateObject ObjectNames = TsingMaTankColumn Disposition = LIKE_EXISTING Count = 1 End End ; --------------------------------------------------------------------------------------- ; The Infantry that run over the Tsing Ma Bridge Cinematic Sequence ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_TsingMaInfantryColumn CreateObject ObjectNames = TsingMaInfantryColumn Disposition = LIKE_EXISTING Count = 1 End End ; ----------------------------------------------------------------------------- ; Train Wreck bridge destruction object debris pieces ; ----------------------------------------------------------------------------- ObjectCreationList OCL_TrainWreckExplosion CreateDebris ModelNames = CMTsingMa_d03 CMTsingMa_d04 CMTsingMa_d05 Count = 35 Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 Offset = X:10 Y:0 Z:0 End End ; --------------------------------------------------------------------------------------- ; The Lasers that fire out of the SDIUplink when dying ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_SDILinkLasers CreateObject ObjectNames = SDILasers Disposition = LIKE_EXISTING Count = 1 MinLifetime = 3000 MaxLifetime = 3000 Offset = X:30 Y:0 Z:0 End End ;------------------------------------------------------------------ ; Sneak attack Generals Ability ; John Comes - 5/03 ;------------------------------------------------------------------ ObjectCreationList OCL_CreateSneakAttackTunnelStart CreateObject ObjectNames = GLASneakAttackTunnelNetworkStart Disposition = LIKE_EXISTING End End ObjectCreationList OCL_CreateSneakAttackTunnel CreateObject ObjectNames = GLASneakAttackTunnelNetwork Disposition = LIKE_EXISTING End End ; ----------------------------------------------------------------------------- ; The MOAB bomb blows up and releases these objects to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ObjectCreationList OCL_MOABExplode ; This daisy cutter gas is the actual object that does the damage CreateObject ObjectNames = MOABGas Disposition = LIKE_EXISTING End ; Random debris for the bomb shell breaking up CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; The leaflet releases these objects to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ObjectCreationList OCL_LeafletContainerExplode ; Random debris for the bomb shell breaking up CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ReinforcementPadUSAVehicle DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = AmericaTankCrusader 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ReinforcementPadCHIVehicle DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = ChinaTankBattleMaster 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ReinforcementPadBossVehicle DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = AmericaVehicleHumvee 2 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ReinforcementPadGLAVehicle DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = GLATankScorpion 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_SWGen_ReinforcementPadUSAVehicle DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = SupW_AmericaVehicleTomahawk 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_LGen_ReinforcementPadUSAVehicle DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = Lazr_AmericaTankCrusader 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AFGen_ReinforcementPadUSAVehicle DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = AirF_AmericaVehicleHumvee 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_InfGen_ReinforcementPadCHIVehicle DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = Infa_ChinaVehicleTroopCrawler 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_TnkGen_ReinforcementPadCHIVehicle DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_NukeGen_ReinforcementPadCHIVehicle DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = Nuke_ChinaTankBattleMaster 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxGen_ReinforcementPadGLAVehicle DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = Chem_GLAVehicleToxinTruck 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DemoGen_ReinforcementPadGLAVehicle DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = Demo_GLAVehicleCombatBike 2 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_StlthGen_ReinforcementPadGLAVehicle DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 400 PutInContainer = LargeParachute Payload = Slth_GLAVehicleQuadCannon 1 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 250 End End ; ----------------------------------------------------------------------------- ; GENERALS CHALLENGE OCLs ; ----------------------------------------------------------------------------- ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush1 CreateObject ObjectNames = GC_Chem_GLAInfantryRebel Count = 4 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush2 CreateObject ObjectNames = GC_Chem_GLAInfantryRebel Count = 8 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush3 CreateObject ObjectNames = GC_Chem_GLAInfantryRebel Count = 16 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Chem_SUPERWEAPON_RebelAmbush1 CreateObject ObjectNames = Chem_GLAInfantryRebel Count = 4 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Chem_SUPERWEAPON_RebelAmbush2 CreateObject ObjectNames = Chem_GLAInfantryRebel Count = 8 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Chem_SUPERWEAPON_RebelAmbush3 CreateObject ObjectNames = Chem_GLAInfantryRebel Count = 16 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 DiesOnBadLand = Yes ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_NapalmBomb CreateObject ObjectNames = NapalmBomb Disposition = LIKE_EXISTING INHERIT_VELOCITY Count = 1 MinLifetime = 3000 MaxLifetime = 3000 Offset = X:30 Y:0 Z:0 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BlackNapalmBomb CreateObject ObjectNames = BlackNapalmBomb Disposition = LIKE_EXISTING INHERIT_VELOCITY Count = 1 MinLifetime = 3000 MaxLifetime = 3000 Offset = X:30 Y:0 Z:0 End End ; ---------------------------------------------- ObjectCreationList GC_Chem_OCL_ToxicInfantryGamma CreateObject ObjectNames = GC_Chem_ToxicInfantryGamma Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldGammaLarge CreateObject ObjectNames = GC_Chem_PoisonFieldGammaLarge Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldGammaMedium CreateObject ObjectNames = GC_Chem_PoisonFieldGammaMedium Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldGammaSmall CreateObject ObjectNames = GC_Chem_PoisonFieldGammaSmall Disposition = ON_GROUND_ALIGNED End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_AmericaVehicleSentryDroneDie CreateObject ObjectNames = AmericaVehicleSentryDroneHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING DispositionIntensity = 0.5 End CreateDebris ModelNames = AVSENTRY_D2 Offset = X:-3.001 Y:5.79 Z:12.829 Mass = 2.5 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVSENTRY_D3 Offset = X:-2.643 Y:-0.349 Z:9.954 Mass = 2.2 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVSENTRY_D4 Offset = X:-3.499 Y:-3.779 Z:8.132 Mass = 2 Count = 2 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End End ; ----------------------------------------------------------------------------- ObjectCreationList Tank_OCL_OverlordGattlingCannon CreateObject ObjectNames = Tank_ChinaTankOverlordGattlingCannon Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList Tank_OCL_OverlordPropagandaTower CreateObject ObjectNames = Tank_ChinaTankOverlordPropagandaTower Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Tank_SUPERWEAPON_TankParadrop1 DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 150 ; time in between each item dropped (if more than one) ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 1 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Tank_SUPERWEAPON_TankParadrop2 DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 2 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Tank_SUPERWEAPON_TankParadrop3 DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 2 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = No MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 2 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; Infantry General ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Infa_SUPERWEAPON_Paradrop1 DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 150 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryMiniGunner 5 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Infa_SUPERWEAPON_Paradrop2 DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryMiniGunner 10 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList Infa_SUPERWEAPON_Paradrop3 DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryMiniGunner 8 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = No MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryMiniGunner 7 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush1 CreateObject ObjectNames = GC_Slth_GLAInfantryRebel Count = 4 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush2 CreateObject ObjectNames = GC_Slth_GLAInfantryRebel Count = 8 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush3 CreateObject ObjectNames = GC_Slth_GLAInfantryRebel Count = 16 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ObjectCreationList Lazr_OCL_AmericanBattleDrone CreateObject Offset = X:0 Y:0 Z:10 ObjectNames = Lazr_AmericaVehicleBattleDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ObjectCreationList Lazr_OCL_AmericanRangerDebris02 CreateObject ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 2 RequiresLivePlayer = Yes End End ObjectCreationList SupW_OCL_AmericanRangerDebris02 CreateObject ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 2 RequiresLivePlayer = Yes End End ObjectCreationList AirF_OCL_AmericanRangerDebris02 CreateObject ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 2 RequiresLivePlayer = Yes End End ObjectCreationList Lazr_OCL_AmericanRangerDebris03 CreateObject ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 3 RequiresLivePlayer = Yes End End ObjectCreationList SupW_OCL_AmericanRangerDebris03 CreateObject ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 3 RequiresLivePlayer = Yes End End ObjectCreationList AirF_OCL_AmericanRangerDebris03 CreateObject ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 3 RequiresLivePlayer = Yes End End ObjectCreationList Boss_OCL_AmericanRangerDebris03 CreateObject ObjectNames = Boss_InfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 3 RequiresLivePlayer = Yes End End ObjectCreationList Lazr_OCL_AmericanRangerDebris04 CreateObject ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 4 RequiresLivePlayer = Yes End End ObjectCreationList SupW_OCL_AmericanRangerDebris04 CreateObject ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 4 RequiresLivePlayer = Yes End End ObjectCreationList AirF_OCL_AmericanRangerDebris04 CreateObject ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 4 RequiresLivePlayer = Yes End End ObjectCreationList Boss_OCL_AmericanRangerDebris04 CreateObject ObjectNames = Boss_InfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 4 RequiresLivePlayer = Yes End End ObjectCreationList Lazr_OCL_AmericanRangerDebris05 CreateObject ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 5 RequiresLivePlayer = Yes End End ObjectCreationList SupW_OCL_AmericanRangerDebris05 CreateObject ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 5 RequiresLivePlayer = Yes End End ObjectCreationList AirF_OCL_AmericanRangerDebris05 CreateObject ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 5 RequiresLivePlayer = Yes End End ObjectCreationList AirF_OCL_AmericanRangerDebris10 CreateObject ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 10 RequiresLivePlayer = Yes End End ObjectCreationList Lazr_OCL_AmericanRangerDebris10 CreateObject ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 10 RequiresLivePlayer = Yes End End ObjectCreationList SupW_OCL_AmericanRangerDebris10 CreateObject ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 10 RequiresLivePlayer = Yes End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Toxic Supply Truck ObjectCreationList OCL_GLAToxicSupplyTruck_CrushEffect CreateObject ObjectNames = DeadGLAToxicSupplyTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_GLAToxicSupplyTruckDeathEffect CreateObject ObjectNames = DeadGLAToxicSupplyTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = CVToxSpplyTk_D2 Offset = X:-6.544 Y:7.281 Z:11.163 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = CVToxSpplyTk_D3 Offset = X:-6.283 Y:5.099 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = CVToxSpplyTk_D4 Offset = X:-1.235 Y:-4.169 Z:10.355 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = CVToxSpplyTk_D5 Offset = X:5.819 Y:5.481 Z:10.425 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ; ----------------------------------------------------------------------------- ; Chunks of ListeningOutpost ; ----------------------------------------------------------------------------- ObjectCreationList OCL_InitialListeningOutpostDebris CreateDebris ModelNames = NVLOUTPOST_D2 ;dish Offset = X:-30.096 Y:0.0 Z:35.0 Count = 1 Mass = 9.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End End ObjectCreationList OCL_FinalListeningOutpostDebris CreateObject ObjectNames = ChinaVehicleListeningOutpostDeadHull Offset = X:19.0 Y:0.0 Z:6.0 Count = 1 Disposition = RANDOM_FORCE End CreateDebris ModelNames = NVTCRAWLER_D2 ;tire Offset = X:3.869 Y:-6.784 Z:3.215 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D3 ;tire Offset = X:-14.729 Y:-6.924 Z:3.452 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D4 ;tire Offset = X:-15.097 Y:6.728 Z:3.585 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D5 ;tire Offset = X:11.096 Y:6.894 Z:3.145 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVLOUTPOST_D4 ;girders Offset = X:0.096 Y:0.0 Z:0.0 Count = 2 Mass = 15.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVLOUTPOST_D5 ; mangled radar dish harness Offset = X:-20.096 Y:0.0 Z:17.0 Count = 1 Mass = 15.0 Disposition = RANDOM_FORCE MinForceMagnitude = 10 MaxForceMagnitude = 20 MinForcePitch = 35 MaxForcePitch = 40 SpinRate = 30 BounceSound = VehicleDebris End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_CruiseMissile FireWeapon Weapon = CruiseMissileWeapon End End ; ----------------------------------------------------------------------------- ; The daisy cutter bomb blows up and releases these objects to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ObjectCreationList SupW_OCL_FuelAirBomb ; This daisy cutter gas is the actual object that does the damage CreateObject ObjectNames = SupW_AuroraFuelAirGas Disposition = LIKE_EXISTING End ; Random debris for the bomb shell breaking up CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; The EMP mine blows up and releases this object to continue ; the "EMP effect" process ; ----------------------------------------------------------------------------- ObjectCreationList SupW_OCL_PatriotEMPEffectSpheroid CreateObject ObjectNames = EMPPatriotEffectSpheroid Count = 1 Disposition = LIKE_EXISTING End End ObjectCreationList AirF_OCL_AuroraBombExplode ; This daisy cutter gas is the actual object that does the damage CreateObject ObjectNames = AirF_AuroraBombGas Disposition = LIKE_EXISTING End ; Random debris for the bomb shell breaking up CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ---------------------------------------------- ObjectCreationList Nuke_OCL_RadiationFieldSmall CreateObject ObjectNames = Nuke_RadiationFieldSmall Disposition = ON_GROUND_ALIGNED End End ; ----------------------------------------------------------------------------- ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb DeliverPayload Transport = ChinaJetCarpetBomber StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:30 Y:40 Z:0 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) Payload = Nuke_ChinaCarpetBomb 10 DeliveryDistance = 350 DeliveryDecalRadius = 180 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; Super Weapon General ; ----------------------------------------------------------------------------- ObjectCreationList SupW_OCL_AmericanPointDefenseDrone CreateObject Offset = X:0 Y:0 Z:10 ObjectNames = SupW_AmericaVehiclePointDefenseDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList SupW_SUPERWEAPON_NeutronMissile FireWeapon Weapon = SupW_NeutronMissileWeapon End End ;////////////////////////////////////////////////////////////////////////////// ;FILE: Weapon.ini (SYSTEM) //////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ; Please keep all weapons belonging to the same unit grouped together, instead ; of grouping all Elite weapons together. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; these are the new, "shell-based" projectile tank weapons. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon MarauderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 10 ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon MarauderTankGunUpgradeOne PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 AttackRange = 170.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon MarauderTankGunUpgradeTwo PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 500 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 100 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ScorpionTankGun PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ScorpionMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon ScorpionTankGunPlusOne PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ScorpionMissileWeaponPlusTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon ScorpionTankGunFXWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 125.0 FireFX = WeaponFX_GenericTankShellDetonation End ;------------------------------------------------------------------------------ Weapon OverlordTankGun PrimaryDamage = 80 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon StrategyCenterGun PrimaryDamage = 200.0 PrimaryDamageRadius = 25.0 ScatterRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 MinimumAttackRange = 100.0 MinTargetPitch = 45 ; we may not target anything outside of this pitch range MaxTargetPitch = 80 ; ditto DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 150 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_StrategyCenterBarrage FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon BattleMasterTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon CrusaderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = CrusaderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon PaladinTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = PaladinTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon PaladinPointDefenseLaser PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = PointDefenseLaserBeam LaserBoneName = LASER FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon AvengerPointDefenseLaserOne PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 100.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = Yes LaserName = AvengerPointDefenseLaserBeam LaserBoneName = LazerSpot01 FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon AvengerPointDefenseLaserTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 100.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = Yes LaserName = AvengerPointDefenseLaserBeam LaserBoneName = LazerSpot02 FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon AvengerAirLaserOne PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 300.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = AvengerLaserBeam LaserBoneName = TurretFX01 ; FireFX = WeaponFX_PaladinPointDefenseLaser ; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser FireSound = AvengerAirLaserWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon AvengerAirLaserTwo PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 300.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = AvengerLaserBeam LaserBoneName = TurretFX02 ; FireFX = WeaponFX_PaladinPointDefenseLaser ; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser FireSound = AvengerAirLaserWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon AvengerTargetDesignator PrimaryDamage = 200.0 ; How long (msec) we put the status on the target (should equal or exceed DelayBetweenShots) PrimaryDamageRadius = 0.0 AttackRange = 200.0 DamageType = STATUS ; We put an Object Status on the target DamageStatusType = FAERIE_FIRE ; And here is what WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec LaserName = AvengerTargetingLaserBeam LaserBoneName = TurretFX03 FireFX = WeaponFX_AvengerTargetDesignator FireSound = AvengerPaintWeaponLoop FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon TechnicalCannonWeapon PrimaryDamage = 45.0 PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = GATTLING DeathType = EXPLODED WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ ; end new "shell based" tank weapons ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon CrusaderMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 25.0 AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_GenericTankGun FireSound = GenericMachineGunFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------- Weapon TunnelNetworkGun PrimaryDamage = 15.0 PrimaryDamageRadius = 0.0 AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = HumveeWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------- Weapon TunnelNetworkGunDUMMY PrimaryDamage = 0.01 PrimaryDamageRadius = 0.0 AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 99999 ; dist/sec ProjectileObject = NONE DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon SentryDroneGun PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_SentryDroneGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = SentryDroneWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon HumveeGun PrimaryDamage = 10.0 ; 8.0 PrimaryDamageRadius = 0.0 AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = HumveeWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon HumveeMissileWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = HumveeMissile ProjectileExhaust = TowMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = HumveeWeaponTOW ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon HumveeMissileWeaponAir PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = HumveeWeaponTOW ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon HumveeMissileWeaponAirDummy PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 AttackRange = 320.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ClipSize = 0 ClipReloadTime = 0 AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon HellfireMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AcceptableAimDelta = 180.0 ; can fire facing any direction... drones are spazzes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon RangerAdvancedCombatRifle PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon CINE_RangerAdvancedCombatRifle PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 999999.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon MissileDefenderMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 DamageType = INFANTRY_MISSILE DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon MissileDefenderLaserGuidedMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300.0 ;Extending this range, allows the special ability to work better. DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon GLAJarmenKellRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ ;Jarmen Kell on a bike ;------------------------------------------------------------------------------ Weapon GLABikerKellSniperRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ Weapon CINE_GLAJarmenKellRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 999999.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon CINE_USAPathfinderSniperRifle PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 999999.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed FireSound = PathfinderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon USAPathfinderSniperRifle PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 300.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed FireSound = PathfinderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon GLAJarmenKellVehiclePilotSniperRifle PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = KILL_PILOT DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = JarmenKellWeaponSnipe RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 30000 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon ColonelBurtonSniperRifleWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 125.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = SentryDroneWeapon ;ColonelBurtonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 500 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ColonelBurtonKnifeWeapon LeechRangeWeapon = Yes PrimaryDamage = 10000.0 ; always kills target in one hit PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 3.0 DamageType = MELEE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = NONE;! FireSound = HeroUSAKnifeAttack DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1367 ; how long to reload a Clip, msec PreAttackDelay = 833 ; 833 is natural time of the stabbing animation. PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon GLARebelMachineGun PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX FireSound = RebelWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon GLARebelBikerMachineGun PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = CombatCycleRebelWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ ;*********************** Cinematic Only *************************************** Weapon CINE_GLARebelMachineGun PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 250.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX FireSound = RebelWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon RedguardMachineGun PrimaryDamage = 15.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ChinaOfficerMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 1538 ; 1538 is natural time of drawing gun animation PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon AmericaOfficerMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 1538 ; 1538 is natural time of drawing gun animation PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon RedguardBayonet PrimaryDamage = 10000.0 ; always kills target in one hit PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 2.0 DamageType = MELEE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = HeroUSAKnifeAttack RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1900 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 1400 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon GattlingTankGun PrimaryDamage = 15.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 2 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon GattlingTankGunAir PrimaryDamage = 12.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon GattlingBuildingGun PrimaryDamage = 10.0 ;5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 225.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon SpectreGattlingGun PrimaryDamage = 90.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 2222.0 ; huge range DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_SpectreGattlingMuzzleFlash VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = SpectreGunshipGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 2 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon SpectreHowitzerGun PrimaryDamage = 80.0 PrimaryDamageRadius = 25.0 ; 0 primary radius means "hits only intended victim" AttackRange = 2222.0 ; huge range DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999.0 ; dist/sec (huge value == effectively instant) AcceptableAimDelta = 180.0 ;;;; can fire facing any direction... allows gunship to shoot sideways ProjectileObject = SpectreHowitzerShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_SpectreHowitzerExplosion FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 777 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 2 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 150% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 200% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GattlingBuildingGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End ;Given to the overlord tank so it's AI can target air manually from out of range. Must match ;GattlingBuildingGunAir's range ;------------------------------------------------------------------------------ Weapon GattlingBuildingGunAirDummy PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon WatchTowerMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon CommandoMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 80.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon Comanche20mmCannonWeapon PrimaryDamage = 6.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireSound = ComancheWeaponMachineGun FireFX = WeaponFX_Comanche20mmCannonFire VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = Yes End ;------------------------------------------------------------------------------ Weapon ComancheAntiTankMissileWeapon PrimaryDamage = 50 PrimaryDamageRadius = 5.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = JET_MISSILES ;not so good against base defenses and some other units. DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = ComancheAntiTankMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = Yes ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadWhenIdle = 15100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireSound = ComancheMissileWeapon FireFX = None ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon ComancheRocketPodWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 40.0 ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; @todo srj -- need better targets; these are copied from Scud Storm ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = EXPLOSION DeathType = EXPLODED ;WeaponSpeed = 99999 ProjectileObject = ComancheRocketPodRocket ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 20 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = Yes ClipReloadTime = 30000 ; how long to reload a Clip, msec FireSound = ComancheRocketPodWeaponSound FireFX = None ProjectileDetonationFX = WeaponFX_ComancheRocketPodRocketDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% End ;------------------------------------------------------------------------------ Weapon ToxinShellWeapon ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_ToxinShellWeapon FireOCL = OCL_PoisonFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon ToxinShellWeaponUpgraded ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldUpgradedSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ ; When a barrel explodes Weapon BarrelWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 15.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 30.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ ; When a TankerTruck explodes Weapon TankerTruckWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 65.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon A10ThunderboltVulcan PrimaryDamage = 10.0 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" AttackRange = 450.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = SpectreGunshipGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 60 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon A10ThunderboltMissileWeapon PrimaryDamage = 200.0 ;GS changed to what it was secretly doing pending review PrimaryDamageRadius = 50.0 AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 20000 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon NeutronMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------ Weapon ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon ScudStormDamageWeapon PrimaryDamage = 500.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 150.0 ;50.0 SecondaryDamageRadius = 200.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ScudStormDamageWeaponUpgraded PrimaryDamage = 500.0 PrimaryDamageRadius = 50.0 ;25.0 SecondaryDamage = 200.0 ;100.0 SecondaryDamageRadius = 200.0 ;50.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldUpgradedLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon AuroraBombWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 20.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = AuroraBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon RaptorJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320 ;400.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 8000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% End ;------------------------------------------------------------------------------ Weapon AircraftCarrierRaptorJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320 ;400.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 1000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 220 ;320.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = StealthJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% End ;------------------------------------------------------------------------------ Weapon CINE_StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = StealthJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon DaisyCutterDetonationWeapon PrimaryDamage = 2000.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DaisyCutterFlameWeapon PrimaryDamage = 5.0 ; Just a spot of flame to light trees on fire PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;THE MOTHER OF ALL EXPLOSIONS ;------------------------------------------------------------------------------ Weapon MOABDetonationWeapon PrimaryDamage = 2000.0 ;150.0 PrimaryDamageRadius = 150.0 ;100.0 AttackRange = 100.0 ShockWaveAmount = 250.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 200.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. FireFX = WeaponFX_MOAB_Blast DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon MOABFlameWeapon PrimaryDamage = 5.0 ; Just a spot of flame to light trees on fire PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon CarpetBombWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BlackMarketNukeWeapon PrimaryDamage = 800.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireOCL = OCL_RadiationFieldLarge RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;-------------------------------------------------------------------------------- Weapon AnthraxBombWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireOCL = OCL_PoisonFieldAnthraxBomb ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;-------------------------------------------------------------------------------- Weapon AnthraxGammaBombWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireOCL = OCL_PoisonFieldAnthraxGammaBomb ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon PatriotMissileWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon PatriotMissileWeaponAir PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ ; For use with the Assisted Targeting Update. No Assist Listing and longer range Weapon PatriotMissileAssistWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon TunnelDefenderRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ Weapon TunnelDefenderBikerRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ ;Also known as the RocketBuggyWeapon for those of you doing a search for it. Weapon BuggyRocketWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ ;Also known as the RocketBuggyWeapon for those of you doing a search for it. Weapon CINE_BuggyRocketWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ Weapon BuggyRocketWeaponUpgraded PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 12 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ Weapon StingerMissileWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon CINE_StingerMissileWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2250.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon StingerMissileWeaponAir PrimaryDamage = 30.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon SuicideDynamitePack PrimaryDamage = 500.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon SuicideBikeBomb PrimaryDamage = 700.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon SuicideCarBomb PrimaryDamage = 700.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ ;****************************Required For CHI01 INTRO************************** Weapon CINEConvoyNuke PrimaryDamage = 800.0 PrimaryDamageRadius = 100.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_CINEConvoyNuke FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon HijackVehicle PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = KILL_PILOT DeathType = NORMAL WeaponSpeed = 99999.0 FireFX = WeaponFX_GenericMachineGunFire FireSound = RebelWeapon ProjectileObject = NONE DelayBetweenShots = 0 ClipSize = 0 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BlackLotusBuildingCaptureHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 325 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon BlackLotusVehicleDisableHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 150.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon BlackLotusStealCashHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 75.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon HackerDisableBuildingHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 75.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ ;This weapon fires standard anti-tank missiles at range ;------------------------------------------------------------------------------ Weapon ChinaInfantryTankHunterMissileLauncher PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ;ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TankHunterMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = TankHunterWeapon FireFX = FX_BuggyMissileIgnition ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon TNTDetonationWeapon ;Created by tankhunters PrimaryDamage = 500.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 150.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No FireSound = BombTruckDefaultBombDetonation End ;------------------------------------------------------------------------------ Weapon BoobyTrapDetonationWeapon ;Created by Rebels as an upgrade PrimaryDamage = 200.0 PrimaryDamageRadius = 5.0 ; These ranges are the range past the boobytrapped objects' bounding circle SecondaryDamage = 50.0 SecondaryDamageRadius = 15.0 ; These ranges are the range past the boobytrapped objects' bounding circle DamageType = EXPLOSION DeathType = EXPLODED End ;------------------------------------------------------------------------------ Weapon BurtonC4ChargeWeapon LeechRangeWeapon = Yes PrimaryDamage = 2000.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 150.0 SecondaryDamageRadius = 75.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No FireSound = RemoteDemoChargeExplosion End ;------------------------------------------------------------------------------ Weapon RangerFlashBangGrenadeWeapon PrimaryDamage = 35.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 40.0 AttackRange = 175.0 MinimumAttackRange = 20.0 DamageType = SURRENDER DeathType = NORMAL WeaponSpeed = 120 ProjectileObject = RangerFlashBangGrenade RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = RangerFlashBangWeapon ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RangerFlashBangGrenadeDetonation ProjectileCollidesWith = STRUCTURES WALLS AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon PTBoatGun PrimaryDamage = 30.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = TechnicalWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon TechnicalMachineGunWeapon PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = TechnicalWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon TechnicalRPGWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED ProjectileObject = TechnicalRPGMissile ProjectileExhaust = InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = TunnelRocketWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeOne PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ;250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeOneAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ;250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeTwo PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 25 ;125 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeTwoAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 25 ;125 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon SuicideBomb PrimaryDamage = 300.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 60.0 SecondaryDamageRadius = 50.0 LeechRangeWeapon = Yes ; so if it gets in range of a unit moving away from it, it still detonates. jba. AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = Explosion End ;------------------------------------------------------------------------------ Weapon NuclearTankDeathWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 75.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_RadiationFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon ChinaPowerPlantDeathWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = FX_ChinaPowerPlantDeath FireOCL = OCL_RadiationFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon TomahawkMissileWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 PreAttackDelay = 250 PreAttackType = PER_SHOT ; Do the delay every single shot MinimumAttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_TomahawkIgnition ProjectileObject = TomahawkMissile ProjectileExhaust = TomahawkMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = TomahawkWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 7000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition CapableOfFollowingWaypoints = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon AmbulanceCleanHazardWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 50.0 AttackRange = 100.0 ;This breaks (deadlocks) the AI when ambulance is on top of a "toxic point" to attack. ;MinimumAttackRange = 10.0 DamageType = HAZARD_CLEANUP DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = CleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon BioHazardTechCleanHazardWeapon PrimaryDamage = 4.0 PrimaryDamageRadius = 25.0 AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = HAZARD_CLEANUP DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = BioHazardCleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon DragonTankFlameWeapon PrimaryDamage = 10.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.0 SecondaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 75.0 MinimumAttackRange = 0; 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon DragonTankFireWallWeapon PrimaryDamage = 10.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.0 SecondaryDamageRadius = 10.0 AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation ProjectileDetonationOCL = OCL_FireWallSegment FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon DragonTankFlameWeaponUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.25 SecondaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 75.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon DragonTankFireWallWeaponUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.25 SecondaryDamageRadius = 10.0 AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded ProjectileDetonationOCL = OCL_FireWallSegmentUpgraded FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon ToxinTruckGun PrimaryDamage = 10.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayer PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerUpgraded PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunPlusOne PrimaryDamage = 12.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunUpgradedPlusOne PrimaryDamage = 15.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerPlusOne PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerUpgradedPlusOne PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunPlusTwo PrimaryDamage = 15.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunUpgradedPlusTwo PrimaryDamage = 20.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerPlusTwo PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerUpgradedPlusTwo PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 4.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon FireWallSegmentWeapon PrimaryDamage = 4.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon FireWallSegmentUpgradedWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon ParticleUplinkCannonBeamTrailRemnantWeapon PrimaryDamage = 15.0 ;30.0 PrimaryDamageRadius = 10.0 DamageType = PARTICLE_BEAM DeathType = BURNED WeaponSpeed = 250 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon DirtyNukeCreationWeapon ; Nukes are complicated, so we need to spawn an object, not just do damage FireOCL = OCL_DirtyNuke End ;------------------------------------------------------------------------------ Weapon SmallFireFieldWeapon PrimaryDamage = 5.0 ;will do this 10 times in 2.5 seconds - DB PrimaryDamageRadius = 30.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ;Commented out to show effect was moved to object itself. Note that if the damage radius ;changed then the art must be changed now too becuase of this. ;FireFX = WeaponFX_SmallFireFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallFireFieldWeaponUpgraded PrimaryDamage = 7.5 PrimaryDamageRadius = 30.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ;Commented out to show effect was moved to object itself. Note that if the damage radius ;changed then the art must be changed now too becuase of this. ;FireFX = WeaponFX_SmallFireFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ ;This weapon is used at the core of every damage field to kill other fields to prevent stacking Weapon HazardFieldCoreWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = HAZARD_CLEANUP RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; This clip pattern insures that the new field kills the old fields DelayBetweenShots = 5 ClipSize = 1 ClipReloadTime = 100000 End ;------------------------------------------------------------------------------ Weapon LargePoisonFieldWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 140.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumPoisonFieldWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 80.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallPoisonFieldWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 12.0 ;7.5 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon AnthraxBombPoisonFieldWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 300.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon AnthraxGammaBombPoisonFieldWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 300.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon LargePoisonFieldWeaponUpgraded PrimaryDamage = 25.0 PrimaryDamageRadius = 140.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumPoisonFieldWeaponUpgraded PrimaryDamage = 2.5 PrimaryDamageRadius = 80.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallPoisonFieldWeaponUpgraded PrimaryDamage = 2.5 PrimaryDamageRadius = 7.5 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon LargeRadiationFieldWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 200.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumRadiationFieldWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 50.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallRadiationFieldWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 15.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon NukeRadiationFieldWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 200.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too SuspendFXDelay = 10000;milliseconds RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon TreeFireDealDamageWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 2.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BurningEmberWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 2.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; firing this weapon just creates a Firestorm object. Weapon FirestormSmallCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = OCL_FirestormSmall End ;------------------------------------------------------------------------------ ; firing this weapon just creates a Firestorm object. Weapon BlackNapalmFirestormSmallCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = OCL_BlackNapalmFirestormSmall End ;------------------------------------------------------------------------------ Weapon TroopCrawlerAssault PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.0 AttackRange = 175.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks! DamageType = DEPLOY DeathType = NORMAL WeaponSpeed = 0 ; dist/sec ProjectileObject = NONE FireFX = None RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon AircraftCarrierOrderLaunch PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.0 AttackRange = 1000000.0 DamageType = DEPLOY DeathType = NORMAL WeaponSpeed = 0 ; dist/sec ProjectileObject = NONE FireFX = None DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon InfernoCannonGun PrimaryDamage = 30.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300 MinimumAttackRange = 50.0 MinTargetPitch = -90 MaxTargetPitch = 79 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 250 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer FireSound = InfernoCannonWeapon ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 4000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec HistoricBonusTime = 3000 HistoricBonusCount = 3 HistoricBonusRadius = 20 HistoricBonusWeapon = FirestormSmallCreationWeapon End ;------------------------------------------------------------------------------ Weapon InfernoCannonGunUpgraded PrimaryDamage = 30.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300 MinimumAttackRange = 50.0 MinTargetPitch = -90 MaxTargetPitch = 79 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 250 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShellUpgraded FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer FireSound = InfernoCannonWeapon ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 4000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec HistoricBonusTime = 3000 HistoricBonusCount = 3 HistoricBonusRadius = 20 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon End ;------------------------------------------------------------------------------ Weapon SmallFireFieldCreationWeapon FireOCL = OCL_FireFieldSmall PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 End ;------------------------------------------------------------------------------ Weapon SmallFireFieldUpgradedCreationWeapon FireOCL = OCL_FireFieldUpgradedSmall PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 End ;------------------------------------------------------------------------------ Weapon NukeCannonGun PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 150.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 200 ; dist/sec ProjectileObject = NukeCannonShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash ProjectileDetonationFX = WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ ;*********************** Cinematic Only Unit ********************************** Weapon CINE_NukeCannonGun PrimaryDamage = 1 PrimaryDamageRadius = 1 SecondaryDamage = 1 SecondaryDamageRadius = 1 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2000.0 MinimumAttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 2000 ; dist/sec FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunExplosive PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunExplosivePlusOne PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunExplosivePlusTwo PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 75.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;----------------------------------------------------------------------------------- Weapon CINE_SCUDLauncherGunExplosive PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = CINE_SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunToxin PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin ProjectileDetonationOCL = OCL_PoisonFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunToxinPlusOne PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin ProjectileDetonationOCL = OCL_PoisonFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunToxinPlusTwo PrimaryDamage = 250.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin ProjectileDetonationOCL = OCL_PoisonFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunAnthrax PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunAnthraxPlusOne PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunAnthraxPlusTwo PrimaryDamage = 250.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon StingerSiteDeathConcussion PrimaryDamage = 5.0 PrimaryDamageRadius = 25.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; This is the weapon used by crushing buildings. It's supposed to kill everything it hits. Weapon ToppledStructureWeapon PrimaryDamage = 9999.0 PrimaryDamageRadius = 20.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; This is the weapon used by avalanche bits. It's supposed to crush everything it hits. Weapon AvalancheWeapon PrimaryDamage = 9999.0 PrimaryDamageRadius = 50.0 AttackRange = 50.0 DamageType = CRUSH DeathType = CRUSHED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon MiGFirestormCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = OCL_MiGFirestorm End ;------------------------------------------------------------------------------ Weapon NapalmMissileWeapon PrimaryDamage = 75.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = JET_MISSILES ; since creates FireField to do the flame damage DeathType = BURNED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation ProjectileDetonationOCL = OCL_FireFieldSmall DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon BlackNapalmMissileWeapon PrimaryDamage = 75.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 30.0 DamageType = EXPLOSION DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_BlackNapalmExplosion ProjectileDetonationOCL = OCL_FireFieldUpgradedSmall DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon NukeMissileWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 75.0 DamageType = EXPLOSION DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldSmall DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ShowsAmmoPips = Yes ShockWaveAmount = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon BattleshipBogusGun ; We need to have the weapon do some damage, or attacking will not occur because it's ; rejected as not having any kind of weapon that does damage PrimaryDamage = 0.00001 ; does no damage, because the gun firing is only for show, anyway... ; please DON'T adjust this value. to adjust the damage really done by battleships, ; adjust the damage values in BattleshipTargetDamagedWeapon! PrimaryDamageRadius = 0.0 AttackRange = 99999.0 DamageType = UNRESISTABLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_BattleshipBogusGun FireSound = BattleshipWeapon RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1500 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon BattleshipUSSBenderGun PrimaryDamage = 300.0 PrimaryDamageRadius = 15.0 AttackRange = 99999.0 ScatterRadius = 40.0 ScatterRadiusVsInfantry = 40.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 400.0 ; dist/sec (huge value == effectively instant) ProjectileObject = USSBenderGunShell FireFX = WeaponFX_BattleshipBogusGun ProjectileDetonationFX = FX_StrategyCenterBarrage FireSound = BattleshipWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = No ;No longer reloads (fired from special power only) End ;------------------------------------------------------------------------------ Weapon BattleshipDemoGun ; We need to have the weapon do some damage, or attacking will not occur because it's ; rejected as not having any kind of weapon that does damage PrimaryDamage = 200.0 PrimaryDamageRadius = 15.0 AttackRange = 99999.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 500.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GenericTankShell FireFX = WeaponFX_BattleshipBogusGun ProjectileDetonationFX = FX_StrategyCenterBarrage FireSound = BattleshipWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = No ;No longer reloads (fired from special power only) End ;------------------------------------------------------------------------------ Weapon BattleshipTargetDamagedWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 65.0 AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_BattleshipTargetExplode FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon CINE_u02_BattleshipTargetDamagedWeapon PrimaryDamage = 1000.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 300.0 SecondaryDamageRadius = 65.0 AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_BattleshipTargetExplode FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon StructureMineWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 3.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 5.0 AttackRange = 0.0 DamageType = LAND_MINE DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_MineDetonation RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon StructureUpgradeEMPMineWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 3.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 5.0 AttackRange = 0.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_UpgradeMineDetonation RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon ClusterMineWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 3.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 5.0 AttackRange = 0.0 DamageType = LAND_MINE DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_MineDetonation RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BattleDroneMachineGun PrimaryDamage = 1 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 110.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = BattleDroneWeapon RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ ;---- ANGRY MOB WEAPONS ---------------------------------------------------- ;------------------------------------------------------------------------------ Weapon GLAAngryMobNexusHarmlessWeapon ;;; allows AI to set targets and victims and condition states ;;; without really doing any harm PrimaryDamage = 0.001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 90.0 ;70.0 ;; small so the whole mob can get in close DamageType = UNRESISTABLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon GLAAngryMobRockProjectileWeapon PrimaryDamage = 40.0 ;10.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 130 ; dist/sec (huge value == effectively instant) ProjectileObject = GLAAngryMobRockProjectileObject FireFX = NONE FireSound = AngryMobWeaponMolotov RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 500 ;3000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 500 ;2000 ; linked to the length of throw animation PreAttackType = PER_SHOT ; Do the delay every single shot ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GLAAngryMobMolotovCocktailProjectileWeapon PrimaryDamage = 40.0 ;40.0 PrimaryDamageRadius = 11.0 AttackRange = 100.0 MinimumAttackRange = 12; 40.0 DamageType = MOLOTOV_COCKTAIL ;used only by this weapon. Splits off so Dragon Tanks and Toxin Trucks are resistant. DeathType = NORMAL WeaponSpeed = 60 ; ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject FireFX = NONE RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 500 ;3000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 500 ;2000 ; linked to the length of throw animation PreAttackType = PER_SHOT ; Do the delay every single shot ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GLAAngryMobPistolWeapon PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = AngryMobWeaponPistol RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 8 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 3000 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon GLAAngryMobAK47Weapon PrimaryDamage = 20.0 ;8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_RangerAdvancedCombatRifleFire VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire FireSound = AngryMobWeaponAK47 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon GLAAngryMobAK47NoDamageWeapon PrimaryDamage = 0.001 ; THIS IS A SPECIAL NO-DAMAGE AK47 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_RangerAdvancedCombatRifleFire VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire FireSound = AngryMobWeaponAK47 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon WorkerMineDisarmingWeapon PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well AttackRange = 5.0 DamageType = DISARM DeathType = NORMAL ProjectileObject = NONE FireFX = WeaponFX_WorkerMineDisarming DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiGround = No AntiProjectile = No AntiSmallMissile = No AntiMine = Yes PreAttackDelay = 1000 ; we have to wave our magic wand over it a bit PreAttackType = PER_SHOT ; Do the delay every single shot ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm End ;------------------------------------------------------------------------------ Weapon DozerMineDisarmingWeapon PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well AttackRange = 5.0 DamageType = DISARM DeathType = NORMAL ProjectileObject = NONE FireFX = WeaponFX_DozerMineDisarming DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 4000 ; how long to reload a Clip, msec AntiGround = No AntiProjectile = No AntiSmallMissile = No AntiMine = Yes PreAttackDelay = 1200 ; this is the natural duration of PRE scooping animation PreAttackType = PER_ATTACK ; Do the delay every attack ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm End ;------------------------------------------------------------------------------ Weapon FakeStructureDetonationWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DemoTrapDetonationWeapon PrimaryDamage = 600.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 400.0 SecondaryDamageRadius = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DummyWeapon ;Nothing -- dummy weapon End ;------------------------------------------------------------------------------ ; This weapon kills itself (to presumably trigger detonations on death) Weapon SuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ ;This does no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon TerroristSuicideWeaponBioBombEffect FireFX = WeaponFX_BombTruckBioBombDetonation FireOCL = OCL_PoisonFieldSmall FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ; This weapon kills itself (to presumably trigger detonations on death) Weapon TerroristSuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;PreAttackDelay = 600 ;766 matches the animation timing his detonating End ;------------------------------------------------------------------------------ ; This weapon kills itself (to presumably trigger detonations on death) ; WITHOUT BEING PERMITTED TO TARGET ENEMIES WITH IT!!!! Weapon TerroristSuicideNotARealWeapon LeechRangeWeapon = Yes AttackRange = 0.0 PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;PreAttackDelay = 600 ;766 matches the animation timing his detonating End ;------------------------------------------------------------------------------ Weapon ConvoyTruckSuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireSound = MisGLA07Convoy16 End ;------------------------------------------------------------------------------ ;The basic explosive damage inflicted to nearby units when detonated. ;------------------------------------------------------------------------------ Weapon BombTruckDefaultBombDamage PrimaryDamage = 1000.0 PrimaryDamageRadius = 40.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 65.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;A larger explosive damage inflicted immediately to nearby units if the ;bomb-truck has the high-explosive upgrade. ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosionBombDamage PrimaryDamage = 2000.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 85.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;DEMO GENERAL VARIATION ;The basic explosive damage inflicted to nearby units when detonated. ;------------------------------------------------------------------------------ Weapon Demo_BombTruckDefaultBombDamage PrimaryDamage = 1000.0 PrimaryDamageRadius = 40.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 65.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;DEMO GENERAL VARIATION ;A larger explosive damage inflicted immediately to nearby units if the ;bomb-truck has the high-explosive upgrade. ;------------------------------------------------------------------------------ Weapon Demo_BombTruckHighExplosionBombDamage PrimaryDamage = 2000.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 85.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckDefaultBombEffect FireFX = WeaponFX_BombTruckDefaultBombDetonation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckBioBombEffect FireFX = WeaponFX_BombTruckBioBombDetonation FireOCL = OCL_PoisonFieldMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckAnthraxBombEffect FireFX = WeaponFX_BombTruckAnthraxBombDetonation FireOCL = OCL_PoisonFieldUpgradedMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveBombEffect FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveBioBombEffect FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation FireOCL = OCL_PoisonFieldMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveAnthraxBombEffect FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation FireOCL = OCL_PoisonFieldUpgradedMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckAnthraxGammaBombEffect FireFX = WeaponFX_BombTruckAnthraxGammaBombDetonation FireOCL = OCL_PoisonFieldGammaMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon Demo_BombTruckDefaultBombEffect FireFX = Demo_WeaponFX_BombTruckDefaultBombDetonation ;red variation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon Demo_BombTruckHighExplosiveBombEffect FireFX = Demo_WeaponFX_BombTruckHighExplosiveBombDetonation ;red variation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ Weapon EruptionOfToxicGooWeaponLarge PrimaryDamage = 60.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 55.0 AttackRange = 0.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooLarge FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon EruptionOfToxicGooWeaponSmall PrimaryDamage = 30.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 55.0 AttackRange = 0.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooSmall FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon MilitiaTankGun PrimaryDamage = 35.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 120.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MilitiaTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ArtilleryBarrageDamageWeapon PrimaryDamage = 105.0 ;GS changed to what it was secretly doing pending review PrimaryDamageRadius = 50.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileDetonationFX = FX_ArtilleryBarrage RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon VehicleCrashesIntoBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 AttackRange = 0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE FireFX = FX_VehicleCrashesIntoBuilding FireOCL = OCL_VehicleCrashesIntoBuilding RadiusDamageAffects = ALLIES ENEMIES NEUTRALS End ;------------------------------------------------------------------------------ Weapon VehicleCrashesIntoNonBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 AttackRange = 0 DamageType = CRUSH DeathType = CRUSHED ProjectileObject = NONE ; no FX or OCL. RadiusDamageAffects = ALLIES ENEMIES NEUTRALS End ;------------------------------------------------------------------------------ Weapon ArtilleryPlatformGun PrimaryDamage = 100.0 PrimaryDamageRadius = 10.0 ScatterRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 ;500.0 MinimumAttackRange = 50.0 MinTargetPitch = -10 ; we may not target anything outside of this pitch range MaxTargetPitch = 80 ; ditto DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 150 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ; dist/sec ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_StrategyCenterBarrage FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ; ----------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; GENERALS CHALLENGE WEAPONS ; ----------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; CHEMICAL GENERAL ;------------------------------------------------------------------------------ Weapon GC_Chem_StingerMissileWeaponBeta PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End Weapon GC_Chem_StingerMissileWeaponAirBeta PrimaryDamage = 30.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes End Weapon GC_Chem_StingerMissileWeaponGamma PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End Weapon GC_Chem_StingerMissileWeaponAirGamma PrimaryDamage = 50.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes End ;------------------------------------------------------------------------------ Weapon GC_Chem_TunnelDefenderRocketWeaponBeta PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponGamma PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponBetaAir PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponGammaAir PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ Weapon GC_Chem_GLARebelGunBeta PrimaryDamage = 8.0 ;20.0 PrimaryDamageRadius = 10.0 ;20.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 ;125.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End Weapon GC_Chem_GLARebelGunGamma PrimaryDamage = 10.0 ;60.0 PrimaryDamageRadius = 10.0 ;20.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 ;125.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_TunnelNetworkGunBeta PrimaryDamage = 10.0 ;20.0 PrimaryDamageRadius = 10 ;20.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 160.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_TunnelNetworkGunGamma PrimaryDamage = 12.5 ;60.0 PrimaryDamageRadius = 10.0 ;20.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 160.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_LargePoisonFieldWeaponGamma PrimaryDamage = 25.0 PrimaryDamageRadius = 140.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon Chem_MediumPoisonFieldWeaponGamma PrimaryDamage = 2.5 PrimaryDamageRadius = 80.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_MediumPoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon Chem_SmallPoisonFieldWeaponGamma PrimaryDamage = 2.5 PrimaryDamageRadius = 7.5 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_SmallPoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckGunGamma PrimaryDamage = 20.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckGunGammaPlusOne PrimaryDamage = 24.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckGunGammaPlusTwo PrimaryDamage = 28.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon HelixMinigunWeapon PrimaryDamage = 6.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 115.0 DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireSound = HelixWeaponMachineGun FireFX = WeaponFX_Comanche20mmCannonFire VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = Yes End ; Lorenzen commented out 8/4... helix now keeps its minigun always, even when upgraded to gatt ;------------------------------------------------------------------------------ ;Weapon HelixHarmlessWeapon ; PrimaryDamage = 0.1 ; PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" ; AttackRange = 220.0 ;; ensure that this is always less than gattlingbuildinggun ; DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms ; DeathType = NORMAL ; WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ; ProjectileObject = NONE ; RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; DelayBetweenShots = 100 ; time between shots, msec ; ClipSize = 0 ; how many shots in a Clip (0 == infinite) ; ClipReloadTime = 0 ; how long to reload a Clip, msec ; AntiAirborneVehicle = No ; AntiAirborneInfantry = Yes ;End ;------------------------------------------------------------------------------ Weapon NapalmBombWeapon PrimaryDamage = 75.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = EXPLOSION ; since creates OCL_FirestormSmall to do the flame damage DeathType = EXPLODED WeaponSpeed = 10 ; dist/sec AttackRange = 10.0 MinimumAttackRange = 0.0 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AntiGround = Yes FireOCL = OCL_FirestormSmall DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No End ;------------------------------------------------------------------------------ Weapon BlackNapalmBombWeapon PrimaryDamage = 75.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 10 ; dist/sec AttackRange = 10.0 MinimumAttackRange = 0 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AntiGround = Yes FireOCL = OCL_BlackNapalmFirestormSmall DamageDealtAtSelfPosition = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckSprayerGamma PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckSprayerGammaPlusOne PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckSprayerGammaPlusTwo PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 4.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon RadarVanBogusWeapon PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.0 AttackRange = 110.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks! DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 0 ; dist/sec ProjectileObject = NONE FireFX = None RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon MicrowaveTankVehicleDisabler PrimaryDamage = 24.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 DamageType = SUBDUAL_VEHICLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = MicrowaveDisableStream LaserBoneName = WEAPON02 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No FireSound = MicrowaveWeaponLoop FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon MicrowaveTankBuildingDisabler PrimaryDamage = 50.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 DamageType = SUBDUAL_BUILDING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = MicrowaveDisableStream LaserBoneName = WEAPON02 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No FireSound = MicrowaveWeaponLoop FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon MicrowaveTankBuildingClearer PrimaryDamage = 1.0 ; Number of passengers to kill with each shot PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 125.0 DamageType = KILL_GARRISONED DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) LaserName = MicrowaveDisableStream LaserBoneName = WEAPON02 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No ; FireSound = AngryMobAmbientLoop ; FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon MicrowaveTankEmitterWeapon PrimaryDamage = 8.0 PrimaryDamageRadius = 100.0 DamageDealtAtSelfPosition = Yes ; RadiusDamageAngle = 180 ; leaving field commented out in case anybody else wants to use it. It's a good field. AttackRange = 100.0 DamageType = MICROWAVE DeathType = BURNED WeaponSpeed = 600 ; dist/sec FireFX = FX_MicrowaveTankEmitter ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ENEMIES NOT_AIRBORNE DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon ECMTankVehicleDisabler PrimaryDamage = 24.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 DamageType = SUBDUAL_VEHICLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) LaserName = ECMDisableStream LaserBoneName = WEAPONA01 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No FireSound = FrequencyJammerWeaponLoop FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon ECMTankMissileJammer PrimaryDamage = 100.0 PrimaryDamageRadius = 150.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = SUBDUAL_MISSILE DeathType = NORMAL WeaponSpeed = 600 ; dist/sec RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 650 ; time between shots, msec FireFX = FX_ECMTankMissileJammerPulse End ;------------------------------------------------------------------------------ Weapon BattleShipGunReal PrimaryDamage = 200.0 PrimaryDamageRadius = 50.0 ScatterRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 20000.0 MinimumAttackRange = 50.0 MinTargetPitch = 45 ; we may not target anything outside of this pitch range MaxTargetPitch = 80 ; ditto DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 500 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_BattleshipBogusGun FireSound = BattleshipWeapon ProjectileDetonationFX = FX_StrategyCenterBarrage RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250.0 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 25000 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon NukeCannonNeutronWeapon PrimaryDamage = 1.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 150.0 DamageType = EXPLOSION DeathType = NORMAL WeaponSpeed = 200 ; dist/sec ProjectileObject = NeutronCannonShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash ProjectileDetonationFX = Neutron_WeaponFX_NukeCannon RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End Weapon NeutronMineWeapon PrimaryDamage = 1.0 PrimaryDamageRadius = 10.0 DamageType = EXPLOSION DeathType = NORMAL WeaponSpeed = 0.01 ; dist/sec ProjectileObject = NeutronBlastObject FireFX = Neutron_WeaponFX_Mine RadiusDamageAffects = SUICIDE SELF ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE ;ALLIES (Kris: no longer effects allies) DelayBetweenShots = 100000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon ChinaCarpetBombWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 75.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon FireBaseHowitzerGun PrimaryDamage = 75.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 275.0 MinimumAttackRange = 50.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = EXPLOSION DeathType = NORMAL WeaponSpeed = 300 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = FX_FireBaseHowitzerExplosion FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Chem_ToxinShellWeaponGamma ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldGammaSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End Weapon Chem_SCUDLauncherGunAnthraxGamma PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon Chem_SCUDLauncherGunAnthraxGammaPlusOne PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon Chem_SCUDLauncherGunAnthraxGammaPlusTwo PrimaryDamage = 250.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;THE BABY SISTER OF ALL EXPLOSIONS... SNEAK ATTACK INITIAL "SHOVE" ;------------------------------------------------------------------------------ Weapon SneakAttackShockwaveWeaponSmall PrimaryDamage = 10 PrimaryDamageRadius = 35.0 AttackRange = 30.0 ShockWaveAmount = 10 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 10 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; 0.5 means at the shockwave edge, the shockwave amount is 50%. DamageType = MELEE DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2500 ; how long to reload a Clip, msec AutoReloadsClip = No End Weapon SneakAttackShockwaveWeaponMedium PrimaryDamage = 30 PrimaryDamageRadius = 50 AttackRange = 30.0 ShockWaveAmount = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 30 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; means at the shockwave edge, the shockwave amount is 50%. DamageType = MELEE DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2500 ; how long to reload a Clip, msec AutoReloadsClip = No End Weapon SneakAttackShockwaveWeaponBig PrimaryDamage = 50 PrimaryDamageRadius = 50 AttackRange = 30.0 ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; means at the shockwave edge, the shockwave amount is 50%. DamageType = MELEE DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2500 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon Tank_BattleMasterTankGun PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Tank_OverlordTankGun PrimaryDamage = 80 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1500 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Infa_MiniGunnerGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 125.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardMinigunnerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 6 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 12 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon Infa_MiniGunnerGunAir PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 6 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 12 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon GC_Slth_GLAJarmenKellVehiclePilotSniperRifle PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = KILL_PILOT DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = JarmenKellWeaponSnipe RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon GC_Slth_GLAJarmenKellRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GC_Slth_JarmenKellBullet FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon GC_Slth_QuadCannonSnipeGun PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 300.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed FireSound = PathfinderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon Lazr_CrusaderTankGun PrimaryDamage = 80.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 99999 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing LaserName = Lazr_CrusaderLaserBeam LaserBoneName = TurretMS01 FireFX = Lazr_WeaponFX_LaserCrusader RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2300 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES WALLS DelayBetweenShots = 2000 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon Lazr_PaladinTankGun PrimaryDamage = 70.0 PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 99999 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing LaserName = Lazr_PaladinLaserBeam LaserBoneName = TurretMS01 FireFX = Lazr_WeaponFX_LaserCrusader RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Lazr_PatriotMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999.0 LaserName = Lazr_PatriotLaserBeam LaserBoneName = WEAPONA01 FireFX = Lazr_WeaponFX_LaserCrusader RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon Lazr_PatriotMissileWeaponAir PrimaryDamage = 35.0 PrimaryDamageRadius = 3.0 AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999.0 LaserName = Lazr_PaladinLaserBeam LaserBoneName = WEAPONA01 FireFX = Lazr_WeaponFX_Laser RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ ; For use with the Assisted Targeting Update. No Assist Listing and longer range Weapon Lazr_PatriotMissileAssistWeapon PrimaryDamage = 35.0 PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 999999.0 ; ignored for projectile weapons LaserName = Lazr_PaladinLaserBeam LaserBoneName = WEAPONA01 FireFX = Lazr_WeaponFX_Laser RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon GC_Chem_SuicideDynamitePackBeta PrimaryDamage = 500.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie FireOCL = OCL_PoisonFieldUpgradedMedium End ;------------------------------------------------------------------------------ Weapon GC_Chem_SuicideDynamitePackGamma PrimaryDamage = 600.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie FireOCL = OCL_PoisonFieldGammaMedium End ;------------------------------------------------------------------------------ Weapon GC_Chem_ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = GC_Chem_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon Chem_ScudStormDamageWeaponGamma PrimaryDamage = 550.0 PrimaryDamageRadius = 50.0 ;25.0 SecondaryDamage = 200.0 ;100.0 SecondaryDamageRadius = 200.0 ;50.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax FireOCL = OCL_PoisonFieldGammaLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ListeningOutpostUpgradedDummyWeapon PrimaryDamage = 0.1 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 90.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiAirborneVehicle = Yes End ;------------------------------------------------------------------------------ Weapon BattleBusPassengerDummyWeapon PrimaryDamage = 0.001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 90.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn End ;------------------------------------------------------------------------------ Weapon Infa_ChinaVehicleTroopCrawlerDummyWeapon PrimaryDamage = 0.001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 60.0 ; Small enough that the minigunners at their bones can shoot their gun. DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiAirborneVehicle = Yes End ;------------------------------------------------------------------------------ Weapon BunkerBusterShockwaveWeaponSmall PrimaryDamage = 10 PrimaryDamageRadius = 50.0 AttackRange = 30.0 ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.3 ; 0.3 means at the shockwave edge, the shockwave amount is 30%. DamageType = MELEE DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2500 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon Demo_DemoTrapDetonationWeapon PrimaryDamage = 700.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 500.0 SecondaryDamageRadius = 50.0 ShockWaveAmount = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.7 ; 0.3 means at the shockwave edge, the shockwave amount is 30%. DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon Demo_SuicideDynamitePack PrimaryDamage = 700.0 PrimaryDamageRadius = 18.0 SecondaryDamage = 300.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_DemoSuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon Demo_SuicideDynamitePackPlusFire PrimaryDamage = 500.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_DemoSuicideDynamitePackDetonationPlusFire FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon Demo_DestroyedWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 60.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 70.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_DemoSuicideDynamitePackDetonationPlusFire FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon Demo_TerroristOnCombatBikeSuicideDynamitePack PrimaryDamage = 800.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 500.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon Demo_TerroristOnCombatBikeSuicideDynamitePackPlusFire PrimaryDamage = 800.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 500.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonationPlusFire FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon AirF_PointDefenseLaser PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 250 ; time between shots, msec ;DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = AirF_PointDefenseLaserBeam LaserBoneName = WeaponA01 FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon CruiseMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = CruiseMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------ ; CHEMICAL GENERAL ;------------------------------------------------------------------------------ Weapon Chem_StingerMissileWeaponBeta PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End Weapon Chem_StingerMissileWeaponAirBeta PrimaryDamage = 30.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes End Weapon Chem_StingerMissileWeaponGamma PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End Weapon Chem_StingerMissileWeaponAirGamma PrimaryDamage = 50.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes End ;------------------------------------------------------------------------------ Weapon Chem_TunnelDefenderRocketWeaponBeta PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponGamma PrimaryDamage = 52.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponBetaAir PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponGammaAir PrimaryDamage = 52.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ Weapon Chem_ScorpionMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ;ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon Chem_ScorpionMissileWeaponGamma PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon Chem_ScorpionTankGunPlusOne PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall End ;------------------------------------------------------------------------------ Weapon Chem_ScorpionMissileWeaponPlusTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall End ;------------------------------------------------------------------------------ Weapon Chem_TunnelDefenderBikerRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ Weapon Chem_TunnelDefenderBikerRocketWeaponGamma PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ Weapon Chem_TechnicalRPGWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED ProjectileObject = TechnicalRPGMissile ProjectileExhaust = InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = TunnelRocketWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall End ;------------------------------------------------------------------------------ Weapon SupW_AuroraFuelBombWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 20.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = SupW_AuroraFuelAirBomb ; FireFX = FX_AuroraBombLaunch ; ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon SupW_FuelBombDetonationWeapon PrimaryDamage = 900.0 PrimaryDamageRadius = 70.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ShockWaveAmount = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 40.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon SupW_PatriotMissileWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 275.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ Weapon SupW_PatriotMissileWeaponAir PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 400 ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ ; For use with the Assisted Targeting Update. No Assist Listing and longer range Weapon SupW_PatriotMissileAssistWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid ProjectileCollidesWith = STRUCTURES End Weapon SupW_EMPBlast PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 1 ; ignored for projectile weapons ProjectileObject = PatriotMissileEMPHelper RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 End ;------------------------------------------------------------------------------ Weapon Nuke_NukeMissileWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 DamageType = EXPLOSION DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ShowsAmmoPips = Yes ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.40 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon AirF_AuroraBombWeapon ;PrimaryDamage = 200.0 ;PrimaryDamageRadius = 40.0 PrimaryDamage = 2.0 PrimaryDamageRadius = 4.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = SupW_AuroraFuelAirBomb ; FireFX = FX_AuroraBombLaunch ; ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon AirF_RaptorPointDefenseLaser PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 250 ; time between shots, msec ;DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = AvengerPointDefenseLaserBeam LaserBoneName = WeaponA01 FireFX = WeaponFX_PaladinPointDefenseLaser End Weapon AirF_RaptorJetMissileWeapon PrimaryDamage = 125.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = AirF_RaptorMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 75 ;150 ClipSize = 6 ClipReloadTime = 2000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 112% End ;------------------------------------------------------------------------------ Weapon AirF_AuroraBombDetonationWeapon PrimaryDamage = 1000.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No ShockWaveAmount = 150.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 100.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon Demo_ScudStormDamageWeapon PrimaryDamage = 600.0 PrimaryDamageRadius = 75.0 SecondaryDamage = 150.0 SecondaryDamageRadius = 200.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 700 ; dist/sec FireFX = Demo_ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ;NOTE: Removed the meta-physics for these missiles because it was causing some missles to stop and rotate in place. ;I don't know how to fix this. - Comes 6/03 ; ShockWaveAmount = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ; ShockWaveRadius = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ; ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon Demo_ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = Demo_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon Nuke_SmallRadiationFieldWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 12.0 AttackRange = 15.0 MinimumAttackRange = 0.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End Weapon Nuke_ChinaCarpetBombWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 75.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireOCL = OCL_RadiationFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No ShockWaveAmount = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon Nuke_BattleMasterTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = Nuke_BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Nuke_NukeShellWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ;FireFX = WeaponFX_NapalmMissileDetonation FireOCL = Nuke_OCL_RadiationFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Nuke_NuclearTankDeathWeapon PrimaryDamage = 110.0 ;was 25 PrimaryDamageRadius = 80.0 ;was 25 SecondaryDamage = 70.0 ;was 10 SecondaryDamageRadius = 100.0 ;was 75 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = Nuke_WeaponFX_NapalmMissileDetonation FireOCL = OCL_RadiationFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Nuke_OverlordTankGun PrimaryDamage = 80 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = Nuke_OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End ;;------------------------------------------------------------------------------ Weapon SupW_PointDefenseDroneLaserWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = SupW_PointDefenseDroneLaserBeam LaserBoneName = MUZZLE01 FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon SupW_DefenseEmitterWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 50.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 1000 ; dist/sec ;FireFX = SupW_FX_DefenseEmitter ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too ;As it has been decided not to use this effect SteveM has commented it out. RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SupW_NeutronMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = SupW_NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------ Weapon Chem_ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = Chem_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon Chem_SuicideWeaponGamma ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 10.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldGammaSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Chem_SuicideWeapon ; No extra damage, just lays down a damage field PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_ToxinShellWeapon FireOCL = OCL_PoisonFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Chem_SuicideWeaponBeta ; No extra damage, just lays down a damage field PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldUpgradedSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Chem_DemoTrapDetonationWeaponBeta PrimaryDamage = 250.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation FireOCL = OCL_PoisonFieldUpgradedMedium ; FireOCL = OCL_PoisonFieldGammaMedium PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon Chem_DemoTrapDetonationWeaponGamma PrimaryDamage = 250.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation ; FireOCL = OCL_PoisonFieldUpgradedMedium FireOCL = OCL_PoisonFieldGammaMedium PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BunkerBusterAntiTunnelGarrisonWeaponWithABigName PrimaryDamage = 400.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. DamageType = PARTICLE_BEAM DeathType = EXPLODED WeaponSpeed = 99999.0 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS End ;------------------------------------------------------------------------------ Weapon HelixNukeBombDetonationWeaponWithAnEvenLongerName PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = Nuke_WeaponFX_NukeCannon FireOCL = OCL_RadiationFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Nuke_MiGMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = JET_MISSILES ; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_JetMissileDetonation ProjectileDetonationOCL = OCL_RadiationFieldSmall DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;--------------------------------------------------------------------------------- Weapon BuggyRocketREDWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ Weapon REDMarauderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 10 ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon REDMarauderTankGunUpgradeOne PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 AttackRange = 170.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon REDMarauderTankGunUpgradeTwo PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 500 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 100 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon REDScorpionMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon REDScorpionMissileWeaponPlusTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End Weapon DEMO_SCUDLauncherGunExplosive PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_DEMO_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon DEMO_SCUDLauncherGunExplosivePlusOne PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_DEMO_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon DEMO_SCUDLauncherGunExplosivePlusTwo PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 75.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_DEMO_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;----------------------------------------------------------------------------------- Weapon DEMO_TunnelDefenderBikerRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_DEMORocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade AcceptableAimDelta = 20.0 End Weapon DemoTunnelDefenderRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ Weapon DemoScorpionTankGunFXWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 125.0 FireFX = WeaponFX_DEMOGenericTankShellDetonation End ;------------------------------------------------------------------------------ Weapon AvengerAirLaserDummy PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ClipSize = 0 ClipReloadTime = 0 AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon BattleBusDummyWeapon PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 AttackRange = 320.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ClipSize = 0 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˙‡Ťľ˙y— ˙g€ˆ˙Ulr˙zCC˙vAA˙p==˙k;;˙h99˙h99˙l;;˙n<<˙n<<˙k::˙m<<˙q>>˙wAA˙8HH˙8LK˙D]^˙hˆ˙ŠŤľ˙¤ĂŇ˙j::˙j::˙i::˙h99˙?RV˙Pil˙s•˙~–ž˙…œ¤˙†¤˙Œ˘¨˙¤Ť˙–­ľ˙ šĂ˙ŸšÂ˙™ąş˙ˆžŚ˙ƒ›Ľ˙€žŹ˙„¤˛˙“śÇ˙ĄÄŇ˙¨ÎÜ˙¤ËŮ˙˜żÍ˙‘ťĚ˙źÍ˙źÍ˙—żĎ˙šžÍ˙“śÄ˙ˆŞš˙ŸŻ˙|š§˙€š¤˙ƒ›˘˙Ś­˙™ľż˙ĽÄŃ˙ žÉ˙–°š˙˘Š˙‡Ľ˙y—ž˙_€„˙xBB˙q>>˙k::˙i99˙k;;˙k;;˙i::˙g99˙i::˙k;;˙o==˙G^b˙Oio˙i…˙‚ ­˙Žź˙‹Şš˙qŠ•˙_tz˙˝hh˙˝hh˙u‹’˙‘Źˇ˙ ˝Ë˙§ĹŇ˙§ĹÓ˙§ĹÓ˙ŞÉŘ˙ŞËÚ˙§ĘŮ˙ĄĆÖ˙œĂÔ˙–ŔŃ˙“żĐ˙‘žĎ˙“żĐ˙˜ÁŃ˙ ĆŐ˙ŁČ×˙ŹĎŢ˙ŤĎß˙ŁĘÚ˙˜ĂÓ˙‘žĎ˙’žĎ˙šÁŃ˙ĄĹŐ˙§ĘŮ˙˘Ç×˙ŸĹŐ˙ĹŐ˙œÄÔ˙—ÁŇ˙˝Ď˙˝Î˙•żĐ˙šĂŇ˙˜ŔŃ˙˜ÁŃ˙™ÁŃ˙šÁĐ˙Žąż˙{˜¤˙eˆ˙J`e˙{CC˙t??˙o==˙j::˙j::˙n<<˙q>>˙p==˙i::˙g99˙j::˙o==˙t@@˙6GG˙=SS˙Ywz˙y—Ÿ˙‘°ť˙k;;˙k;;˙l;;˙=NQ˙Tlq˙m‹‘˙}˜Ÿ˙ƒšĄ˙Š §˙ŚŽ˙—ąš˙šłť˙—Žś˙–Ź´˙—Ź´˙“Šą˙†œ¤˙ƒ§˙€ Ż˙ƒ¤´˙”¸É˙ŤŃá˙ŤŇá˙žĹÓ˙•žÎ˙ŽťÍ˙źÍ˙“˝Í˙šŔĎ˙™źĘ˙‹Źť˙}›Š˙€Š˙š¤˙ƒš˘˙‡Ľ˙•Żˇ˙ĽÄĎ˙­Ńß˙¤ÄĐ˙—ąş˙ŁŠ˙„¤˙v–œ˙[x}˙vAA˙m<<˙g99˙i99˙k;;˙k;;˙i99˙g88˙h99˙k::˙F[_˙Vpu˙fŠ˙}›§˙†Ł°˙„ĄŽ˙Ÿ­˙[ry˙DUX˙Ájj˙˝hh˙˝hh˙s‰‘˙Šľ˙šĆ˙ŸźÉ˙ žË˙ĽĂŃ˙¨ĆÔ˙ŠČÖ˙ŹĚŰ˙§ĘŮ˙˘Č×˙ŸĆŐ˙œÄÔ˙šĂÓ˙—ŔŃ˙—ÁŃ˙˜ÁŇ˙ÄÔ˙œÄŐ˙™ĂÔ˙”ÁŇ˙‘žĎ˙–ÁŃ˙žÄÓ˙ŠÉŘ˙ŽÎÝ˙ŻĎŢ˙ŹÍŰ˙ŠËÚ˙ŚĘŮ˙ĄÇÖ˙œĂÔ˙šÂÓ˙šĂÓ˙˜ÂŇ˙˝Î˙ťÍ˙źÎ˙“żĎ˙Ž¸É˙‡Źť˙zš§˙h‚‹˙Qfk˙{CC˙wAA˙s??˙o==˙o==˙o==˙n<<˙h99˙f88˙g88˙m<<˙q>>˙{DD˙EE˙Snq˙d†˙v•˙l;;˙l;;˙F[_˙Wpu˙v“š˙|–˙…œŁ˙Š §˙”Ť´˙œ¸Ă˙¨ČÔ˙ŚÂÍ˙ľž˙”Ťł˙’Šą˙ŚŽ˙ƒš˘˙„ŸŤ˙~žŽ˙‰Ź˝˙šŔŇ˙ŽŐĺ˙¨ÎÝ˙šÁĐ˙”żĎ˙źÍ˙‘źĚ˙•˝Ě˙œÁĐ˙—şÉ˙…Ľ˛˙žŞ˙€™Ą˙„š˘˙‹ĽŽ˙Ž§Ż˙šśŔ˙ ˝Ç˙ĽÄĎ˙šśŔ˙¨°˙‰Ą¨˙€œŁ˙n‘—˙u@@˙p==˙i99˙g88˙g99˙i::˙j::˙k;;˙m<<˙n==˙E\_˙Wqv˙s—˙}˜Ą˙€˜Ą˙ˆ˘Ť˙Ş´˙ŒŞľ˙x‘˜˙`uy˙I[\˙źgg˙źgg˙cx˙€˜Ą˙—˛ż˙—łż˙˜´Á˙™ľÂ˙ŸźÉ˙ŁÁĎ˙ŞÉŘ˙ŻĎŢ˙ŤĚŰ˙¨ĘŮ˙¤Č×˙˘ÇÖ˙œĂÔ˙šÂÓ˙•ŔĐ˙˜ÂŇ˙’žĎ˙‘žĎ˙źÎ˙‘žĎ˙–ÁŃ˙ ĆÖ˙ŞËÚ˙°Đß˙ŻĎŢ˙°Đß˙°ĐŢ˙°Đß˙ŤÍÜ˙§ĘÚ˙ŁÇÖ˙ŁČ×˙ÄÔ˙“žĎ˙ťÍ˙źÎ˙‘žĎ˙ťÍ˙źÍ˙¸É˙‰Ťˇ˙k…˙Shm˙GG˙|DD˙vAA˙q>>˙n<<˙k;;˙g99˙g88˙i::˙n<<˙p==˙wAA˙{CC˙I`c˙Nil˙\{~˙m<<˙:OR˙Zsx˙x’š˙€˜ ˙ƒ›˘˙Š §˙‘¨°˙œˇÂ˙§Ę×˙˛Řć˙ŤÍŮ˙ŸşÄ˙ŁŞ˙Š §˙†œŁ˙‚šŁ˙…Ą­˙‰Ťź˙–źĎ˙ĽÍŕ˙ŤŃá˙ŸĆÔ˙™ÁĐ˙“żĎ˙’˝Î˙•˝Í˙›ŔĎ˙™źË˙˛Á˙‚Ą­˙§˙‚™ ˙†œ¤˙Źś˙•łž˙źÇ˙žšÂ˙œľ˝˙’Ş˛˙‰ Ś˙ƒŁ˙x™ ˙a€†˙wAA˙p==˙j::˙i::˙h99˙g88˙g99˙j::˙o==˙s??˙Kcf˙f€†˙z“›˙~–˙…Ÿ§˙‘°ť˙šžË˙šžË˙Şł˙{’˜˙j‡˙j‚‰˙]u{˙l„Œ˙˜˘˙›ˇÄ˙•°˝˙“­ş˙“Žť˙—łż˙ źĘ˙ŚĹÓ˙ŤËŮ˙ĽŔÍ˙¨ÄŃ˙¨ÄŇ˙ŻĐß˙ĽÇ×˙ ĂÓ˙šŔŃ˙šĂÓ˙˝Ď˙ťÍ˙źÎ˙‘žĎ˙’žĎ˙™ÁŇ˙ ĹŐ˙¨ĘŮ˙ŹÎÝ˙°Đß˙°ĐŢ˙łÔă˙ąŃá˙­ÍÜ˙°Đß˙ŽÎÜ˙ŁČ×˙–żŃ˙˝Î˙•ŔŃ˙›ÄÔ˙™ÂÓ˙–ŔŃ˙•żĎ˙™żĎ˙‹Ťˇ˙n‡˙I]`˙†JJ˙~EE˙u@@˙k;;˙g99˙f88˙i99˙m<<˙q>>˙n<<˙n<<˙p==˙wAA˙Ldh˙Wsw˙?SV˙Tlp˙{™ ˙†ĄŞ˙‹ĽŽ˙Ž§°˙’¨Ž˙˜Żˇ˙ĄźĆ˙ŞĚŮ˙łŮç˙ŹÍŮ˙ ťĹ˙Ś­˙¤Ť˙Š˘Š˙ˆĄŤ˙‹Šś˙’śĹ˙šŔĐ˙ Ç×˙ Ç×˙”˝Í˙“žĎ˙źĚ˙’źË˙”źĘ˙šžĚ˙—şČ˙’łÂ˙‰Šľ˙†ĄŤ˙ˆ §˙Œ˘Š˙—´Ŕ˙żĚ˙ŁĆÔ˙žźÇ˙™˛ť˙Š˛˙‡Ą§˙~˘˙{ Ś˙~EE˙o==˙j::˙k::˙j::˙h99˙h99˙j::˙m<<˙r>>˙L`d˙Xpu˙y”œ˙š˘˙‰¤Ź˙’ąť˙ŔÍ˙¤ĚŰ˙ŚÎÝ˙˘ĆÔ˙—ˇĂ˙°˝˙‹­ş˙€ŸŹ˙†ŁŻ˙‹§ł˙™ľÁ˙—łŔ˙’­ş˙Şś˙“Žş˙™ľÂ˙˘żÍ˙§ĆŐ˙ŚÂĎ˙ĄşĆ˙ şĆ˙ŚĂŃ˙ĄÂŃ˙§ÉŘ˙¤Ç×˙ ĆÖ˙”žĐ˙‘˝Ď˙–ŔŃ˙—ÁŃ˙˝Î˙źÎ˙”żĐ˙œĂÔ˙ŁÇ×˙ŞËÚ˙˛Ňá˙ŻĎß˙­ÍÜ˙ąŇá˙ŽÎÜ˙ŞĚŰ˙ŸĹŐ˙—ŔŇ˙˜ÁŇ˙ ĆÖ˙›żŃ˙šžŃ˙˜˝Đ˙ŸĆŐ˙›ÂŇ˙šŔĐ˙†Śł˙k…˙Sfk˙†JJ˙}DD˙t??˙l;;˙h99˙j::˙l;;˙o==˙l;;˙k::˙m<<˙q>>˙zCC˙Wqv˙o”˙}œ¤˙‹¨ą˙˜ˇÂ˙˝Ę˙›šÄ˙™ąş˙´ź˙ šĂ˙ĽĂÎ˙ŹÎŰ˙¨ČÔ˙Ą˝Č˙“Š˛˙Ľ­˙‹ĽŻ˙‹§ľ˙•śĹ˙šżÍ˙›żÍ˙™žĚ˙•źË˙‘ťĚ˙źÍ˙ťË˙”˝Ě˙šÂŃ˙žĹÔ˙—ťĘ˙ŽŻž˙†˘Ž˙ˆ˘Ť˙ŒŁŤ˙Ľ­˙—˛˝˙˘ÄŃ˙¨ĎŢ˙ŚĘŘ˙™ˇĂ˙Œ¨˛˙€ŸŚ˙v› ˙†II˙{DD˙o==˙l;;˙l;;˙k;;˙i::˙j::˙k;;˙m<<˙m<<˙J^b˙g‚ˆ˙†˘­˙Žş˙—śÁ˙œźÉ˙źÉ˙ ÂĐ˙ĄĂĐ˙ŁÇŐ˙ĄĹÔ˙žÄÓ˙šżÍ˙‘˛ż˙­š˙—śÄ˙›šÇ˙š¸Ĺ˙•ą˝˙”Żź˙•°˝˙™ľÂ˙ ˝Ę˙¨ÇŐ˙ şĆ˙‘ĽŽ˙Šš¤˙˜Żť˙›¸Ć˙˘ĂŇ˙¤Ç×˙ĄČŘ˙‘˝Ď˙’˝Ď˙›ĂÓ˙ ĆŐ˙•żĐ˙ŽťÎ˙ŒťÍ˙’žĎ˙˜ÁŇ˙˘Ç×˙ŞËÚ˙°Đß˙ąŇá˙łÔă˙°Óâ˙ŚËÚ˙–żĐ˙—ŔŃ˙žĹŐ˙ŞËÚ˙¤ĂŐ˙ŁÂŐ˙ŁÄÖ˙ŞÍŰ˙ŸĹÔ˙—ŔĐ˙•˝Î˙ˆŞˇ˙|˜Ą˙_u{˙…II˙|DD˙t@@˙l;;˙j::˙j::˙l;;˙k;;˙i::˙i99˙l;;˙u@@˙}DD˙‚œ¤˙„žĽ˙Ž¨ą˙—ľż˙œťÇ˙™ˇÁ˙śż˙ŁťĂ˙ŠĂĚ˙§ÁĘ˙ŚĂÍ˙ŸşĂ˙›´˝˙¤Ź˙ˆ˘Ź˙‰§ł˙ŽŻż˙ÁŃ˙ ĆÔ˙ĄĆÔ˙˜žË˙’ťË˙ŽťĚ˙źÍ˙•żÎ˙šÂĐ˙ĽĎÝ˙˘ĚÝ˙–şÉ˙‡Ś´˙‚œĽ˙‡ŸŚ˙Œ˘Š˙¤Ź˙—Žś˙šĂ˙ĄÂÍ˙žżË˙•łž˙„¤Ź˙wœĄ˙jŽ’˙ƒHH˙u@@˙l;;˙o==˙o==˙n<<˙l;;˙l;;˙l;;˙m<<˙m;;˙Skn˙v•œ˙Š§ł˙•´ż˙›ťÇ˙œźÇ˙ żĘ˙§ČÔ˙ŁÁĚ˙ĄÁÍ˙žĘ˙ÂĐ˙ ĆÔ˙™şĆ˙Źś˙‹§˛˙źĘ˙œşČ˙šśĂ˙—˛ż˙™ľÁ˙›ˇĂ˙ĄżĚ˙ŚÄŇ˙ŚĂĐ˙‘¤Ž˙ƒ˜˙‹›Ľ˙š´Ŕ˙ŠČ×˙ĽČÖ˙žĹŐ˙•ŔŃ˙œĂÔ˙ŚÉŘ˙ŞĚŰ˙ĄĆÖ˙—ÁŇ˙’žĐ˙žĎ˙’žĐ˙™ÂÓ˙¤Č×˙ŤĚŰ˙­ÍÜ˙°Ňâ˙¨ÍÝ˙šÂŃ˙’žÎ˙—ÁŃ˙ĄÇÖ˙ŤĚŰ˙¤ĂŐ˙ĽĹ×˙¨ČÚ˙łÓá˙ŚĘÚ˙—ŔŇ˙źÎ˙“źĚ˙–¸Ĺ˙ƒŸŞ˙d{‚˙„HH˙zCC˙p==˙l;;˙i99˙i::˙l;;˙m<<˙k;;˙j::˙r??˙xBB˙‡ ¨˙‹ŚŽ˙•°š˙˜ľż˙œ¸Â˙œ¸Â˙¤ŔË˙ŹÉÔ˙ąÍŘ˙ŤÄÍ˙¤źÄ˙›ąš˙–Žś˙Š˘Ş˙‡Ł­˙‰¨ś˙Ž°Â˙œŔŃ˙š˝Ě˙ÂĎ˙™żÍ˙“źÍ˙źÍ˙“˝Í˙˜żÎ˙ĹÓ˙ĽĎŢ˙›ÂÓ˙Œ­˝˙‚žŤ˙ƒĽ˙‹˘Š˙’Ś­˙—­ľ˙ŸˇŔ˙˘˝Ć˙˘˝Ć˙˜łť˙Œ§Ż˙yš ˙fŠŽ˙ˆJJ˙{CC˙l;;˙l;;˙p==˙p==˙o==˙n<<˙l;;˙k;;˙j::˙ATW˙]z}˙ž§˙’łÁ˙œżĚ˙›ťÇ˙œ¸Â˙š´Ŕ˙™łÂ˙Œ Ž˙‘Šś˙˜´Á˙ ÁÍ˙¤ČŐ˙›ťÇ˙”˛˝˙ˆŁŽ˙šşČ˙œťĘ˙ ˝Ë˙şÇ˙žşÇ˙ĄżĚ˙ĽÄŇ˙¨ÇŐ˙ŸšĹ˙Šš˘˙|†˙„‘™˙š°ť˙¤ÂĐ˙˘ÇÖ˙—ÁŇ˙–ŔŃ˙ ĆŐ˙ŁÁĎ˙¤žĘ˙¸Ĺ˙žĚ˙žĹŐ˙—ÂŇ˙‘˝Ď˙‘žĎ˙˜ÁŇ˙ĄĆÖ˙˘Ç×˙žÄŐ˙˜ÂŇ˙“żĐ˙”ŔŃ˙›ĂÓ˙ĽÉŘ˙¨ĘŮ˙§ĘŮ˙ŚÉŘ˙ŻŃß˙ŻŃß˙ŚËÚ˙ĹÖ˙›ĹŐ˙˜ÁŃ˙™ŔĎ˙“´Ă˙žŠ˙n†Ž˙[qw˙t@@˙p==˙m<<˙k;;˙l;;˙m<<˙n<<˙m<<˙q>>˙s??˙Ťľ˙’Žˇ˙”Ż¸˙•Ź´˙š°¸˙Ł˝Ç˙ąĐŰ˙¸Úç˙¸Řĺ˙ąÎŘ˙¤ťÄ˙˜Żˇ˙Ž¤Ź˙‰Ł­˙‡§ľ˙Š­ż˙ąÄ˙“śĆ˙“ˇÄ˙™żĚ˙–žÎ˙źÎ˙źÍ˙•žÍ˙™žĚ˙šżÍ˙šÂŇ˙•ťË˙†Śľ˙ƒž¨˙ˆĄ¨˙§­˙œ˛š˙Ľ˝Ć˙ŽĘÔ˙ŠÄÎ˙śž˙ĽŹ˙‚Ł˙t–œ˙Xwz˙GG˙xBB˙h99˙j::˙m<<˙n==˙n<<˙n<<˙k;;˙j::˙h99˙Vru˙w˜˙ŠŠł˙˜¸Ĺ˙›ťÇ˙œšĂ˙›ľŔ˙”Źź˙ˆ˛˙Ś˙Œ˘ś˙–°ż˙žşÄ˙˘ÁĚ˙œ¸Â˙˜ľż˙‹Ľ°˙”ľĹ˙œ˝Í˙¨ÉŘ˙ŹËÚ˙ŹĚŮ˙ŞÉÖ˙ĽÁÎ˙ŸšĹ˙¤Ž˙‰™˘˙ŠšŁ˙’Ś°˙ĄşĆ˙ ŔÎ˙žĹŐ˙—ÁŇ˙žĹŐ˙¨ËŮ˙¤žÉ˙–Šł˙•¨˛˙ ťÇ˙ŠĚÚ˙˘Č×˙ÄÔ˙–ŔŃ˙–ŔŃ˙—ÁŇ˙™ÁÓ˙“žĐ˙˝Ď˙’žĎ˙›ÄÔ˙˘ÇÖ˙ŠËÚ˙ŞĚŰ˙ŠĚŰ˙ĽËŰ˙¤ÉŮ˙˘ČŘ˙ĽĚŰ˙ĽËŰ˙¨ĚŰ˙ŚÍÜ˙ŸÇÖ˙™ŔĐ˙•¸Ć˙‰§˛˙m‡˙Rgl˙yBB˙t@@˙m<<˙l;;˙l;;˙m<<˙l;;˙m<<˙m<<˙™¸Ă˙˜śÁ˙šˇÁ˙—Žś˙ ¸Á˙ŻĚ×˙ťÝę˙˝áď˙ľÓŢ˙˛ĎŮ˙˘ťĂ˙œľž˙ŒŁŞ˙ˆ¤°˙‡Šş˙‹˛Ĺ˙‡­ž˙łÁ˙śĂ˙—żĚ˙•żÎ˙‘˝Î˙’źĚ˙—žĚ˙™žË˙—źË˙‘¸É˙ŒŻż˙žŹ˙„œ¤˙‹ŁŞ˙—Żˇ˙§ÁÉ˙łŇÝ˙śÖâ˙ŤÉÔ˙›´˝˙ŁŞ˙œ˘˙zžĽ˙Vpt˙s??˙o==˙h99˙i::˙j::˙k;;˙m<<˙l;;˙k;;˙j::˙BWZ˙`ƒ˙z™Ÿ˙“˛ź˙›şĆ˙œ˝Č˙şÄ˙•Žť˙…˜Ź˙kvŽ˙it˙zŒ§˙Ž§˝˙™łż˙ĄŔË˙›¸Â˙˜ľż˙ˆĄŤ˙‹Şš˙–¸É˙ĄÂÓ˙ŽÎÜ˙ŻĎÜ˙ŻÎÜ˙ĄşÇ˙“Š´˙‚—˙ˆ™Ą˙Ł­˙ šĆ˙§ÄŃ˙żĚ˙›ÄÓ˙—ÁŇ˙™źĘ˙ŁÁĎ˙—­ˇ˙Ś˙…’š˙‹›¤˙ŸšĹ˙ŁÁĎ˙ĽÉŘ˙ŸĹŐ˙šÂÓ˙”ŔŃ˙‘žĎ˙ŽźÎ˙ťÍ˙”żŃ˙ ĆÖ˙ŞĚÚ˙ŻĎÜ˙ŻŃß˙ŤÎŢ˙ŠĎŕ˙ŚËŰ˙˘ČŘ˙¨ÍÝ˙ŠĚÜ˙łÓá˙ŽĎÝ˙§ËŰ˙ŸĆ×˙™ŔĐ˙•ˇĹ˙|š¤˙Yqv˙EE˙yBB˙p>>˙j::˙i::˙k;;˙k;;˙k::˙h99˙šťÉ˙–łž˙˜ąş˙—Ťą˙ĽžÇ˙˛ĐÜ˙źŕî˙źŢę˙˛ÍŘ˙­ČŃ˙Ÿˇż˙šłť˙Œ˘Ş˙…Ł°˙‡Ź˝˙ˆ´Ç˙ƒŻż˙‡łŔ˙‹ľÂ˙’˝Ę˙’˝Í˙’˝Î˙•˝Í˙—źË˙œŔÎ˙—şÉ˙’ľĆ˙‰Šˇ˙‚Š˙…œ¤˙Š ¨˙šłť˙­ĘÓ˙šŰč˙ľŐá˙ĽÁË˙”Ť˛˙‡ž¤˙y™ž˙s•›˙p==˙l;;˙i::˙i99˙j::˙k::˙k;;˙l;;˙m<<˙l;;˙l;;˙Keh˙n’–˙~™Ÿ˙“­ś˙—ąş˙›ˇÁ˙˘żÉ˙›ˇĆ˙Šź˙}¤˙„™ł˙ŒŚż˙”ŽÂ˙”Źˇ˙žşĂ˙›¸Á˙™śŔ˙ˆŸ¨˙ƒĄŻ˙˛Â˙›źĚ˙ŻĎŢ˙˛Óá˙´Ôă˙¤žË˙šąź˙Š›¤˙–­¸˙œľÂ˙­ÍÜ˙ŠËÚ˙ ĆŐ˙—ÁŃ˙›ÄÔ˙žĚ˙ĄşĆ˙“Ś°˙‡“›˙†“›˙ŒŚ˙˘źÉ˙ šĆ˙ŁźČ˙ ťÇ˙žżÍ˙ŸĆŐ˙›ÄÔ˙•żŃ˙‘žĎ˙”żĐ˙ĄÇÖ˙ŞĚÚ˙ŽÎÜ˙ŽÎÜ˙˛Ňá˙ŽŃá˙¨ËŰ˙ĄĹŐ˙ŔÓ˙ĄÁÔ˙ĽÄÖ˙ąŃß˙ŽĎŢ˙ĽÉŘ˙šÁŇ˙˜żĎ˙‰Źš˙r—˙GY]˙}DD˙t@@˙m<<˙j::˙i99˙i99˙f88˙e88˙žË˙™ˇÁ˙›˛ş˙Ÿ´ť˙ŹĆĐ˙ľŐá˙şÜé˙ˇÔß˙ŹÄÍ˙§žĆ˙´ť˙—Żˇ˙Œ¤­˙†¤ą˙‹ąÁ˙†ąŔ˙„´Ŕ˙†śÂ˙Š¸Ĺ˙˝Ë˙ŽťĘ˙’źË˙”źĘ˙šžĚ˙šžĚ˙”śĆ˙˛Â˙ˆĽ˛˙‡ Ş˙‹˘Š˙Ś­˙Ÿ¸Ŕ˙ŽÉŇ˙śÔß˙ŽČŇ˙Ÿ¸Ŕ˙‘§Ž˙„Ÿ¤˙u˜›˙`|€˙o==˙i::˙g99˙j::˙j::˙k;;˙l;;˙o==˙p==˙o==˙F^`˙a„˙{›Ą˙ˆ˘Š˙•Žś˙š´˝˙˘żĘ˙¨ĘÖ˙ŚČ×˙Ÿ˝Î˙“Ź˝˙•ŽŔ˙–ąÄ˙˜˛Â˙•­¸˙ ťĹ˙şÄ˙œšĂ˙Œ˘Ş˙†ĄŽ˙’˛Ŕ˙›ťË˙­ÍÜ˙ŽÎÜ˙ŽÎÜ˙§ÄŃ˙¨ĆÔ˙ĄťČ˙¨ĹÓ˙ŠÇŐ˙łÔä˙¨ĚÝ˙ŸČŮ˙–ŔŃ˙žĹŐ˙ ŔÎ˙›ą˝˙ŽžŚ˙„“˙ŒšĄ˙”ĽŽ˙ŤÇÔ˙ĽżĚ˙¤žË˙Ł˝É˙ĽĂĐ˙¨ËÚ˙ĽÉŮ˙ ĆÖ˙™ĂÓ˙•ŔŃ˙™ÂÓ˙žĹŐ˙ŚÉŘ˙ŞËÚ˙ŁÂŐ˙ššĐ˙ŻÉ˙ŻÉ˙ˆŚĹ˙‘ŻĘ˙š¸Ď˙ŻÎÜ˙ŹĚÚ˙ŠĘŮ˙ŁÇ×˙›ÂÓ˙™żĎ˙Œ­ş˙`w|˙8GH˙zCC˙s??˙l;;˙i99˙h99˙f88˙e88˙žżÍ˙›šÄ˙™Żś˙ śž˙¨ÁË˙ŻĚ×˙ŻĚ×˙ŤĂĚ˙Ł¸Ŕ˙˛š˙—­´˙§Ż˙ŒŚ˛˙‰Šš˙’şË˙ťĘ˙”ÇÓ˙’ĹĐ˙ŒťČ˙ŽťĘ˙ŽşĘ˙“źË˙—˝Ë˙ŸÄŇ˙œŔĎ˙“ľÄ˙ŒŹš˙…ĄŤ˙ˆ Š˙ŽĽŽ˙•Ť´˙žľ˝˙Ś˝Ĺ˙ŠÂË˙ĽźĹ˙›łť˙Š°˙€ Ś˙u™˙o==˙k;;˙g99˙g99˙j::˙j::˙k::˙l;;˙n<<˙p>>˙>˙j::˙g99˙e88˙e88˙ĄÇÖ˙žË˙œłź˙Ÿľ˝˙ĽźĹ˙ŠÂË˙§žĆ˙¤šŔ˙žąš˙›°ˇ˙”Ş˛˙ŚŻ˙‹Ś˛˙‹Žž˙”žĎ˙–ĆÖ˙—Ë×˙–ĘÖ˙žĚ˙źË˙‘źĚ˙–˝Ě˙›ŔÎ˙›żÍ˙—şÉ˙Œ­ź˙†¤°˙… Š˙Š˘Ť˙“­ś˙ž¸Â˙ĄťÄ˙¤šŔ˙˘ˇż˙Ÿľž˙˜°š˙ŠĽ­˙{Ł˙iˆ˙n<<˙l;;˙h99˙h99˙k;;˙k;;˙l;;˙n==˙p>>˙>TW˙F]`˙c}ƒ˙}™Ą˙‡ Ş˙Šł˙•­ś˙ŸžĘ˙¨ËŮ˙˛Űë˙ŽŇŕ˙ŠČŐ˙ŚÁË˙§żÇ˙ĽźĹ˙Ÿľž˙œłź˙ž¸Á˙œšĂ˙šˇÂ˙Ş´˙ŠŚ´˙™şĘ˙œ˝Í˙ŹËÚ˙­ĚÚ˙ŹĚÚ˙ŽÎÝ˙ŽÎÜ˙ŻĎÝ˙ŽÎÜ˙ŽÎÝ˙ĽÉŮ˙™ÁÓ˙ŽťÎ˙–ŔŃ˙ŁČŘ˙§ÄŃ˙”¨ą˙‰˙x~„˙…“š˙´ż˙¨ĆÓ˙ŞĘŘ˙˘ÁĎ˙›şÇ˙Ÿ˝Ę˙ŸżĚ˙ŸžĚ˙ž˝Ë˙™şČ˙’śĹ˙ŒľĆ˙ˆ´Ç˙ŽťÍ˙—ŔŃ˙•ťÎ˙’´Ę˙„¤Ă˙|šź˙u’š˙ˆŚĹ˙›šĎ˙°ĎÝ˙ŻĎÝ˙¨ČÖ˙¤ĂŇ˙•ˇĆ˙”ˇĆ˙”ˇĆ˙ŠŠ´˙kƒŠ˙J]`˙EE˙u@@˙n<<˙h99˙f88˙e88˙¤ÍŢ˙ĄĆÔ˙šÄ˙œ˛ť˙œ°¸˙žłş˙žłš˙ą¸˙™Žś˙—­ľ˙‘¨°˙ŒĽŻ˙Š§´˙łĂ˙•ÁŃ˙—ĘŘ˙—Ë×˙”ĆÓ˙ŽźĘ˙źË˙‘źĚ˙–˝Ě˙›ŔÎ˙œÁĐ˙™žÍ˙‹Ťş˙‡¤Ż˙ˆĄŠ˙ŽĽ­˙š´ż˙ŁÁÍ˙§ĆÓ˙ŚĂÍ˙ĽÁÍ˙ŸťĆ˙•˛ź˙„˘Ş˙~ŁŤ˙]v|˙k;;˙h99˙i::˙i::˙k;;˙l;;˙m<<˙q>>˙r>>˙Keg˙]w|˙~šŁ˙…§˙ŠŁŹ˙”°ş˙˜ł˝˙ŸžË˙ĽĂĎ˙ŹĎÜ˙¨ĹŃ˙¨ÂĚ˙ŤÄÎ˙ŽÉÓ˙ŤĂÍ˙˘ˇŔ˙›°¸˙ž¸Â˙ŸžĘ˙œźČ˙“Żş˙‰Śł˙—¸Č˙œ˝Í˙ŹËÚ˙­ĚÚ˙ŹĚÚ˙ŽÎÝ˙ŽÎÜ˙ŻĎÝ˙ŽÎÜ˙ŞĚŰ˙ÄŐ˙‘źĎ˙ŽťÍ˙šÂÓ˙§ĘŮ˙ şĆ˙“ŚŻ˙…’™˙‹œĽ˙’Ľ°˙ şĆ˙ĄžĚ˙ž˝Ë˙’°˝˙ŽŤ¸˙ŽŞś˙’°˝˙­š˙‘Żź˙­ş˙ŠŠˇ˙‡Şš˙…ŽŔ˙ŠśČ˙źÎ˙”żĐ˙›ÂÓ˙˜źĐ˙–śÍ˙ŽÉ˙š¸Ď˙ĽÄÖ˙°ĎÝ˙ŞÉŘ˙ĄÁĐ˙šťĘ˙’´Ä˙ąÁ˙ľĆ˙›žÎ˙Ź¸˙v‘™˙K`c˙{DD˙t@@˙n<<˙h99˙f88˙ĄĆÖ˙ŁÇÖ˙¤ĹŇ˙ĽĂÎ˙ĄşÄ˙žľž˙›°ˇ˙šŻś˙—Ź´˙•Ťł˙Šł˙Šś˙ŒŹť˙‘šČ˙”żÍ˙˜ĘÖ˙“ÄĐ˙žĘ˙šÇ˙‘˝Ě˙‘źĚ˙–˝Ě˙ÂĐ˙šÁĐ˙”¸Č˙…¤ł˙‡˘Ź˙Š˘Ť˙”­ś˙ żË˙ŹŃß˙°Öć˙ąÔâ˙ŹÍŰ˙ĄŔĚ˙‘Żş˙~ž¤˙r’˜˙t??˙i::˙g88˙i99˙h99˙j::˙l;;˙n==˙s??˙t??˙Vqu˙j„‹˙‚œĽ˙‡ Š˙ŒĽ­˙ššÄ˙şĹ˙ĄŔĚ˙ŸšĂ˙˘žČ˙ĄşĂ˙¤źĹ˙ŤÄÎ˙ŽÉÓ˙ŤĂÍ˙˘ˇŔ˙›Ż¸˙ž¸Á˙ŸžĘ˙źČ˙“Żş˙ŠŚ´˙˜şĘ˙œ˝Í˙ŹËÚ˙­ĚÚ˙ŹĚÚ˙ŽÎÝ˙ŽÎÜ˙ŻĎÝ˙ŹĚÚ˙¤ÇÖ˙™ÂÓ˙şÍ˙’˝Ď˙žÄŐ˙¤ÂĐ˙’ĽŻ˙Ľ˙Ľ˙˘źÇ˙¨ĹŇ˙¨ÉŮ˙œ˝Î˙‰Šš˙}š¨˙z–Ą˙ƒŸŞ˙‚¨˙œ§˙„ Ź˙‡ŁŻ˙‡Ľą˙ˆŞš˙…Şť˙…­ż˙‰ľČ˙‹¸Ë˙źÎ˙–ŔŃ˙—ťĐ˙–ˇÎ˙š¸Ď˙ĽÄÖ˙ŤĚŰ˙ ÂÓ˙”ˇÉ˙˛Ä˙‹ŽŔ˙…Ťž˙…­Ŕ˙šĘ˙™˝Ě˙Ž­ş˙m‡˙Lbf˙{DD˙u@@˙o==˙k;;˙™śÁ˙›ťĆ˙˘ĂĎ˙¨ËŘ˙ŠÉŐ˙ŚĹĐ˙Ÿ¸Á˙™°¸˙’§Ž˙ŽĽ­˙Œ§˛˙‹Źš˙ľĆ˙‘šČ˙‘şÇ˙–ŔĚ˙–żÍ˙•žË˙“˝Ě˙”žÎ˙”żĎ˙˜żÎ˙–ťÉ˙”ťĚ˙°Á˙ƒ˘°˙ƒŚ˙ˆ §˙‘Ş˛˙ ˝É˙ŹĐŢ˙ąÖĺ˙ŻŇß˙ĽÄĐ˙–ľŔ˙„Ľ­˙t™˙zCC˙t@@˙k::˙h99˙i99˙h99˙j::˙j::˙m<<˙r>>˙F]_˙`~˙w“™˙€™Ą˙‡Ÿ§˙ŒŁŤ˙—˛ť˙›¸Â˙˘ŔĚ˙ˇÁ˙šąš˙—Ť˛˙ž´ź˙¨ÂË˙°ÍŘ˙ŠÄÎ˙žˇŔ˙—Źł˙ ˝Ć˙ŸžÉ˙œťĆ˙Ťľ˙‰¨ś˙“ľĆ˙›˝Î˙ŹËÚ˙­ĚÚ˙­ĚÚ˙¤ĂŃ˙ĄŔÎ˙ŁÁÎ˙­ĚÚ˙ĽÇÖ˙›ĂÔ˙źÎ˙•ŔŃ˙ŸĆÖ˙žšĹ˙‘ĽŻ˙“ŚŻ˙ šĹ˙ŻÎÝ˙ŽÎÜ˙ŠÉŘ˙—¸É˙‚Ąą˙y—¤˙€šŁ˙ƒœ¤˙…¤˙†Ľ˙ˆŸ§˙‡Ÿ§˙‡ Š˙‡˘Ź˙ˆ§´˙…Š¸˙Ľľ˙ƒŤ˝˙‰ľČ˙ťĚ˙™ÂÓ˙ĽÉŘ˙ŤĚŰ˙ŞËŮ˙ŚĘŰ˙–ťĎ˙‘ˇĚ˙Ž˛Ć˙˛Ć˙‡ŽĂ˙…­Á˙ˇÉ˙›ÁĐ˙œżÎ˙‡Ś˛˙i„‹˙Zqw˙zCC˙vAA˙t??˙•Ş°˙—Žľ˙žşĂ˙¨ĘÖ˙ŤŃß˙ŠĎŢ˙ŸžÉ˙˜ąş˙Œ˘Š˙ˆ ¨˙…˘Ż˙‡Şš˙ŽˇÉ˙ŽśĂ˙’šĆ˙™żÍ˙›ŔÎ˙™żĎ˙–żĎ˙”žÎ˙™ÁŃ˙žÂŃ˙—şÉ˙’¸É˙†¨¸˙Ş˙˜ ˙‡ž¤˙‘Š°˙ ˝É˙ŹĐŢ˙ŽŇß˙ŚĆŃ˙—ąş˙‡¤Ź˙s–œ˙Rnq˙u@@˙q>>˙i::˙i99˙h99˙h99˙i::˙j::˙m<<˙o==˙Mei˙u“˜˙}•œ˙‡¤˙’Ş˛˙˜ąş˙ŸşĂ˙šĂ˙ żË˙źČ˙ťĆ˙˜ąš˙ľž˙žśż˙Ł˝Ç˙Ÿˇż˙š°¸˙•Źľ˙Ÿ˝Č˙ž˝Ç˙™ˇÁ˙‹ĽŻ˙ŽŽ˝˙•ˇČ˙ ÂÓ˙ŻĐß˙ŽÎÜ˙ĽĂŃ˙Œ¨ś˙‹¨ľ˙™ˇĹ˙˛Ňá˙ŞËŰ˙ŸĹŐ˙’žĐ˙‘˝Ď˙›ĂÔ˙šˇÄ˙˜Żş˙œłż˙ŚĂĐ˙ŽÎÝ˙­ÍÜ˙¨ČŘ˙•ˇČ˙ Ż˙œŞ˙€˜ ˙‡ž¤˙Œ˘¨˙ŁŞ˙¤Ť˙Œ˘Š˙Œ˘¨˙ŒŁŞ˙‹Ł­˙†ĄŹ˙‡§´˙Œ°Ŕ˙ƒ¨š˙‰ąÂ˙‘ťË˙šĂÓ˙¤Č×˙ŹĐŕ˙ŹŃä˙™ŔÔ˙ľĘ˙Œ°Ă˙Œ°Ă˙‡­Â˙ľÉ˙”šË˙ĄĆŐ˙ĂŇ˙™žÍ˙ŒŻź˙žŠ˙o‰‘˙c{‚˙{DD˙™Ž´˙™­´˙łť˙˘˝Ç˙ŚÇÔ˙¨ĚÚ˙ĄÁĚ˙™´˝˙Œ˘Ş˙ˆĄŤ˙‡Ľł˙‰Žž˙ŽˇÇ˙ˇÄ˙˜żĚ˙šŔÎ˙™żĎ˙“˝Î˙‘źÍ˙“˝Í˙—žĚ˙–şÉ˙ąÁ˙‰­ż˙…Ľś˙„ ­˙„œ¤˙Ž¨°˙–°š˙ žĘ˙§ÇÔ˙ŁÂÎ˙™´˝˙‰Ą¨˙y™ž˙_~‚˙t??˙l;;˙k;;˙j::˙i::˙g88˙i::˙i::˙l;;˙l;;˙G^b˙a~‚˙~šĄ˙…žĽ˙Ž¤Ť˙™˛ź˙ žČ˙ĽÄĎ˙ĽÂĚ˙ŁÁÍ˙˘ĂĐ˙ŁÇÔ˙ŸŔĚ˙ŸŔÍ˙¤ÁĚ˙§ÄĎ˙¤żČ˙ŸşÄ˙›šĹ˙ ÂÎ˙ŸžĘ˙™ľż˙”Żť˙™ťĘ˙žÁŃ˙ŚČ×˙ŻĐß˙˛Ňá˙˜´Â˙vœ˙i€˙w‘ž˙›šČ˙ĽÄÔ˙ŚÉŮ˙šÂÓ˙‘˝Ď˙˜ÁŇ˙žÍ˙ŹĘŘ˙ąĎÝ˙ˇŮč˙ˇŮé˙śŘč˙ľÖĺ˙œźĚ˙‹¨ś˙„ ­˙†žŚ˙¤Ť˙“¨Ż˙”Š°˙•Şą˙–­ľ˙—Žľ˙•Ź´˙Ľ­˙ŠĄŠ˙ˆ˘Ť˙‰Śą˙ƒŁ˛˙…Šš˙ŒśÇ˙’žĎ˙œĂÔ˙ĄĹŐ˙­Ńá˙ĽĘÜ˙ŁÇŮ˙™źÎ˙’ľÇ˙ŠŽÁ˙šżŇ˙ĽÇŘ˙­ĎŢ˙ĽĘŘ˙›ÂŇ˙—žĎ˙•ťË˙‡§´˙x•Ÿ˙g€‡˙ŠĂÍ˙¤źĹ˙žľź˙›ąš˙š´˝˙™śÁ˙—˛ť˙’Ş˛˙Œ¤Ž˙‹§ľ˙ŠŤ˝˙˛Ĺ˙´Ă˙•źĘ˙™żÍ˙šżÎ˙˜żĎ˙ťĚ˙‘źĚ˙“źĚ˙•şÉ˙‘´Ă˙…§ś˙‚˘ą˙ƒŸŤ˙„žŠ˙†žŚ˙”°š˙ŸżĘ˙ŁÄŃ˙ŸžÉ˙•ąş˙Œ¨°˙‚ŸĽ˙t–›˙yBB˙o==˙l;;˙j::˙i::˙g99˙f88˙j::˙k;;˙n<<˙m<<˙Ldh˙t’™˙‚œŁ˙ˆ §˙ĽŹ˙šÄ˙ŞËŮ˙˛Řç˙ŻĐÜ˙¤ÂÍ˙ž˝É˙ŸÁÍ˙ŸŔĚ˙ ŔÍ˙ž˝É˙¤ÂÎ˙ŚÄĎ˙ĽĆŇ˙ŚÍÜ˙ĄĆŐ˙œźČ˙”°ť˙š¸Ä˙ĽČŘ˙ĄÂĐ˙ŞĚŰ˙­ÎÝ˙˛Ňá˙˜´Â˙›¨˙i€˙i‚˙ƒž­˙˜ľÄ˙ŠĘÚ˙ĂŐ˙”żĐ˙˜ÁŇ˙¤ČŘ˙ľÖć˙şÜë˙ˇŮč˙ˇŮé˙ś×ç˙ˇŘç˙ŁÄÔ˙ˆĽ˛˙ƒ ­˙†žŚ˙¤Ť˙“¨Ż˙–Şą˙œ˛ş˙˘˝Ç˙§ĹĎ˙˘˝Ç˙—Żˇ˙ŽĽŹ˙ŒŁŞ˙‰ĄŠ˙„ŸŞ˙|Ť˙Śˇ˙‰´Ç˙“źÎ˙ÄÔ˙ŹĎŢ˙­ĎŢ˙ľŘé˙ŠĚÜ˙¤Ć×˙ŔŃ˙ŠĚÝ˙­Ďß˙°Đß˙­ÎÝ˙˘Ç×˙ĂÓ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˙ťÍ˙ŒšË˙ŠˇÉ˙‹¸É˙’žÎ˙•żĐ˙˜ŔĐ˙–žÎ˙’¸Ç˙…Š¸˙~Ÿ­˙Ą°˙‰Şš˙Ž°Á˙‹Š¸˙…˘Ż˙—´Â˙—łÁ˙•˛Ŕ˙‰Ľ˛˙‹Śł˙–łÁ˙–łÁ˙•łŔ˙‹Śł˙—łÁ˙œ˝Ě˙§ĘŮ˙¨ËŮ˙—´Á˙š¸Ć˙–łÁ˙ŻĎÜ˙ŹÍŰ˙ŚÇÖ˙ ÁŃ˙˜¸Č˙ŒŤť˙‹Ź˝˙…ĄŻ˙‹§˛˙Ž¨ą˙–ąş˙şÄ˙ĄżË˙ żĘ˙›´ź˙žśž˙¤żÉ˙ŹĘŐ˙ŹĘŐ˙ŞÄÎ˙¤ťĂ˙ ľ˝˙žľ˝˙¨ĹĐ˙°Ôâ˙łÜě˙łÜë˙°Öĺ˙§ĆŇ˙ŸşÄ˙ĄŔË˙ŠĐŢ˙°Űë˙ŠŇâ˙ŁĘŮ˙žĂĐ˙ĄĹŃ˙˘ĆÔ˙˘ÄŃ˙ĄÁÍ˙ŸźĆ˙ŸźĆ˙ŸťĆ˙ĄžÉ˙ ˝Ç˙ ˝Ç˙ŸťĆ˙›šĂ˙˘ÄĐ˙§ÍŰ˙°Űë˙ś×ĺ˙ˇŘć˙łÓá˙¨É×˙ ĂŇ˙—žÍ˙•žÎ˙”˝Í˙–žÎ˙“ťÉ˙ƒŽş˙|Šľ˙­š˙‘šĹ˙ÁÎ˙›ÁĐ˙šÁŇ˙•żŃ˙–ŔŃ˙˜ÁŇ˙˜ÁŇ˙—ŔŇ˙–ŔŃ˙˜ÁŇ˙˜ÁŇ˙‘ťÍ˙‰˛Ĺ˙„ŽÁ˙†°Â˙†°Â˙…ŻÁ˙†°Ă˙ˇÉ˙“źÎ˙—ŔŇ˙–ŔŃ˙˜ÁŇ˙˜ÁŇ˙—ŔŇ˙–ŔŃ˙˜ÁŇ˙˜ÁŇ˙—ŔŇ˙–ŔŃ˙˜ÁŇ˙—żĐ˙•žĎ˙–ŔŃ˙—ÁŇ˙›ÁŇ˙œÁŃ˙ŔĎ˙“śĆ˙Ž˛Â˙Ąą˙v“Ą˙u‘ž˙z–˘˙ŠŠ¸˙“łÂ˙ ŔĎ˙ŠÉ×˙˘ŔÎ˙•˛Ŕ˙‰Ľ˛˙„ ­˙Š¨ˇ˙’ąÁ˙¤ÄÔ˙Ÿ˝Ë˙ŁÁĎ˙žžÍ˙ŞËÚ˙ŤĚÚ˙š¸Ć˙–´Â˙Ž˝˙ŸżÎ˙žÍ˙˜šÉ˙•ľĆ˙‰Š¸˙ŒŹş˙„ŸŞ˙†ž§˙Ž§°˙‘Şł˙˜łť˙ źĹ˙ŁÁĚ˙ŁŔË˙œľ˝˙ ¸Ŕ˙§ÁĘ˙łŇŢ˙ˇŘä˙¸Ůä˙ŻÉÓ˙Ś˝Ĺ˙ ˇž˙¨ĆĐ˙°Ôâ˙°Öä˙ŞÎÜ˙ŁÂÎ˙žšÂ˙ŸşÄ˙¤ĹŇ˙ŠĐŢ˙§ÍŰ˙ ÄŇ˙žĂĐ˙žĂĐ˙žĘ˙ššÄ˙›ˇÂ˙ŸźĆ˙ŁżÉ˙ŁžČ˙˘žČ˙¤ŔĘ˙ŁżÉ˙ŁžČ˙Ÿ¸Á˙›ľž˙›ˇÁ˙¤ÇÔ˙ŞŃŕ˙żâń˙Âĺô˙˝ŕď˙˛Óâ˙ŞËÚ˙ŁĆÔ˙ŸĹÓ˙›ŔĎ˙žÂŃ˙œÁĎ˙šĆ˙ˆłÁ˙Ž¸Ĺ˙™˝Ë˙ŁĹÓ˙¤ĆŐ˙ŁÇ×˙ĄĆ×˙˘Ç×˙˘Ç×˙ÁŃ˙–şĘ˙´Ä˙‘ľÄ˙‘ľÄ˙‹Żż˙„Šš˙¤´˙˘˛˙€˘˛˙~˘˛˙~˘´˙ƒ¨š˙ŠŽž˙´Ä˙–şĘ˙ÁŃ˙—ťĘ˙–şÉ˙–şÉ˙˘Ç×˙—ťĘ˙Š­˝˙ °˙Ą°˙Ą°˙‹­ź˙–şÉ˙ĄĹÔ˙ŁĹÔ˙žžÍ˙—´Á˙†ĄŽ˙~˜¤˙o‡“˙g~‰˙pŠ–˙v’ž˙z—¤˙}™Ś˙ŽŹş˙—śĹ˙­ť˙ƒŸ­˙w’Ÿ˙}˜Ľ˙ƒ ­˙‹¨ś˙’°ž˙™śÄ˙œťÉ˙œťÉ˙œťÉ˙ťÉ˙š¨˙}˜Ś˙y”Ą˙Žź˙”ľĂ˙•śĆ˙”´Ä˙“˛Á˙ŽŤś˙Ž§Ż˙Š §˙‘Š˛˙–°š˙šÂ˙ĽÁË˙ĽÁĚ˙¤ŔĘ˙ĄťĂ˙ŠÄÍ˙°ÎÚ˙ˇÚç˙şÜé˙ťÚĺ˙ąĘÔ˙§˝Ĺ˙˘šÂ˙ŠČÓ˙ąÔá˙ŤĚŘ˙˘żÉ˙›łť˙™Żś˙šłź˙ž˝Č˙ŁÄĐ˙ žÉ˙šśŔ˙–ł˝˙™šĂ˙œşÄ˙›ˇŔ˙›´˝˙śż˙˘˝Ć˙¤žÇ˙ŁžČ˙Ł˝Ç˙ĽÂĚ˙¨ÇŇ˙ĽĹŃ˙ žČ˙žšÂ˙˘ŔĘ˙ĽÄĎ˙Ăç÷˙Äç÷˙Ăç÷˙Ăć÷˙łŐä˙ŤÍŰ˙§ÉŘ˙˘ĆŐ˙œŔĎ˙–˝Ë˙•žË˙“˝Ë˙œÄŇ˙ŞĐß˙śŰę˙şÝî˙ľÖć˙ąŇá˙ŽÎÜ˙¨Č×˙źË˙’ąŔ˙ŒŞ¸˙Š¨ľ˙‡Ł°˙‚žŤ˙|™§˙v’ ˙tœ˙v˙v‘ž˙t‘Ÿ˙y–¤˙€Ť˙‰Ś´˙‘Ż˝˙˝Ě˙œťĘ˙–łÂ˙—´Â˙˘ÁĎ˙—´Â˙€š¨˙uŽ›˙š¨˙ŠĽł˙”ąż˙ żÍ˙ĽÄÓ˙ŸžÍ˙’°ż˙ˆ¤ą˙{–˘˙ŠŞˇ˙‰Ś´˙‰¤°˙† Š˙ƒœŁ˙† Š˙‰Ľą˙ƒ ­˙†¤ą˙‹Šˇ˙Ż˝˙™šÇ˙“łÁ˙ŒŹš˙ˆŚł˙Žź˙–ľĂ˙—ˇĹ˙™šČ˙™šÇ˙›ťÉ˙ˆĽ˛˙‚žŤ˙|—Ł˙Žť˙˜ˇĹ˙˘ÁĎ˙¨ĹÓ˙ŹÉÖ˙˘˝Č˙œ´ź˙’¨Ż˙š´˝˙žšĂ˙ĽÂĚ˙§ÁË˙§ÁĘ˙ŞĹĎ˙­ÉÓ˙´Ôŕ˙ˇŮç˙ťßí˙¸Řä˙ľŃŰ˙ŹÁÉ˙Ś˝Ĺ˙ĽÂĚ˙ŤÍŮ˙ŻĐÜ˙¤žČ˙›˛ş˙”Ş°˙“¨Ż˙—Żˇ˙›ľż˙ˇŔ˙œľž˙š˛ź˙›śŔ˙žźĆ˙ĄžČ˙ĄťÄ˙ĄšÂ˙¤źÄ˙ŞÄÍ˙ŹĹÎ˙ŤÄÍ˙¨ÂĚ˙ŞĆŃ˙ŽĎÜ˙ŹĐŢ˙ŞÎŰ˙ĽÄĎ˙§ĆŃ˙¨ĹĐ˙Äč÷˙Ĺč÷˙Äç÷˙Ăç÷˙Âć÷˙żăó˙˛Ôă˙¨ĚŰ˙¨Đŕ˙¨Óâ˙ŹŐĺ˙˛Ůé˙śÝí˙žăó˙Áĺő˙Äç÷˙Âć÷˙Ăç÷˙´Őä˙ŚĆŐ˙•´Ă˙„Ł˛˙~œŠ˙x•˘˙sŽš˙u›˙tŽš˙rŠ”˙n†˙k‰˙lƒ˙m†‘˙o‰•˙p‹–˙v’ž˙žŹ˙”´Ä˙“ąÁ˙ŠŚľ˙‹§ľ˙œşÉ˙Œ¨ľ˙iŽ˙Yn{˙j˙vœ˙‰Ľł˙ššĆ˙¤ÄÓ˙›ťË˙‰¨ˇ˙‚ŸŹ˙Š§ł˙Œ§°˙ŽŚŻ˙§Ż˙§Ż˙§Ż˙ĽŽ˙Ś°˙ŠŚ˛˙‰Š¸˙‡§ś˙ˆ¨ś˙‹¨´˙‹§˛˙ŒŚ°˙‹¤Ź˙Ś°˙¨´˙ŒŠś˙Š¨´˙‹¨´˙Şś˙„ŸŤ˙›§˙‚™Ł˙—°š˙Ł˝Ć˙ŽÉÓ˙°ĘÖ˙šÔá˙°ËÖ˙ŠÂË˙šŻˇ˙Ą˝Č˙§ÇÓ˙ŠČÔ˙§žĆ˙ŚźĹ˙ŻĘŐ˙ˇŘĺ˙ťßí˙šÝě˙šÝě˙´ŇŢ˙ŻÇĐ˙§šŔ˙ŁşĂ˙§ĹŃ˙ŤĚŮ˙¨ĆŇ˙ľż˙—­ľ˙—­ľ˙—­ľ˙—Źľ˙—­ľ˙™Żś˙žˇŔ˙ĄźÇ˙¤ÂĎ˙ŠËŘ˙ŹÍÚ˙ŞČÓ˙ĽťÄ˙Łˇž˙Ľšż˙§šŔ˙ŚšŔ˙¤ˇž˙¨žĆ˙ŠÇŇ˙­Ňá˙°Ůę˙ŻÔă˙­ÎŰ˙ŠĆŇ˙TRUEVISION-XFILE.;---------------------------------- ;-----Set Tech Tree(Buildings)----- ;---------------------------------- ;[None yet] ;------------------------------------------ ;-----Set Tech Tree(Infantry/Vehicles)----- ;------------------------------------------ ;[None yet] ;------------------------------------------ ;-----------Set Object Overrides----------- ;------------------------------------------ Object GasStorageFacility RemoveModule ModuleTag_03 END Object WaterPlant RemoveModule ModuleTag_03 END Object CarJunk02 ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override DefaultConditionState Model = PMBariJunk2_D ; Bones were left out of --> PMBariJunk2 End ConditionState = DAMAGED Model = PMBariJunk2_D End ConditionState = REALLYDAMAGED Model = PMBariJunk2_D End ConditionState = RUBBLE Model = PMBariJunk2_D End End End End Object CarJunk01 ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override DefaultConditionState Model = PMBariJunk1_D ; Bones were left out of --> PMBariJunk1 End ConditionState = DAMAGED Model = PMBariJunk1_D End ConditionState = REALLYDAMAGED Model = PMBariJunk1_D End ConditionState = RUBBLE Model = PMBariJunk1_D End End End End ;[None yet] ;------------------------------------------ ;--------Set Environment Overrides--------- ;------------------------------------------ WaterTransparency TransparentWaterMinOpacity = 0.8 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent. 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˙´śˇ˙ľˇ¸˙ľˇ¸˙šşť˙˝žž˙ÁÁÁ˙ľľľ˙œ˙ŠŠ‰˙Š‰‰˙   ˙˘˘˘˙—™™˙–˜™˙—™™˙˘Ł˘˙˘Ł˘˙ Ą ˙žŸŸ˙œ˙ŸŸ ˙   ˙¤Ľ¤˙ĽĽĽ˙¤¤¤˙ĄĄĄ˙š››˙”•”˙~€˙mon˙KLL˙nnn˙ĘĘĘ˙ááá˙âââ˙âââ˙ááá˙ááá˙ŕŕŕ˙ÔÔÔ˙ŢŢŢ˙ÝÝÝ˙ŢŢŢ˙ŢŢŢ˙ŢŢŢ˙ŢŢŢ˙ßßß˙ŢŢŢ˙ÝÝÝ˙ŰŰŰ˙ŐŐŐ˙ŃŃŃ˙ŃŃŃ˙ŇŇŇ˙ÓÓÓ˙ĹĹĹ˙ĚĚĚ˙ááá˙ááá˙ŕŕŕ˙ÁÁÁ˙{{{˙YYY˙XXX˙ŠŠŠ˙ŠŠŠ˙‹‹‹˙ŠŠŠ˙ŠŠŠ˙ŠŠŠ˙‹‹‹˙ŠŠŠ˙ŠŠŠ˙ŠŠŠ˙‹‹‹˙ŠŠŠ˙ŠŠŠ˙Š‹‹˙ŽŽŽ˙˙‘˙‘˙‘’’˙‘’‘˙˙ŒŒŒ˙ŠŠ‰˙ŠŠ‰˙‹ŠŠ˙ˆ‰‰˙†‡‡˙|~}˙|~}˙{}}˙{}}˙~˙|}}˙|}}˙oqp˙ikk˙dff˙lnn˙jmn˙]cd˙LRT˙9=>˙p==˙k::˙f88˙g99˙h99˙NNN˙uut˙~~˙~˙wvu˙xxw˙†…„˙‡‡‡˙””“˙Ł¤Ł˙ŤŤŤ˙ˇˇˇ˙şşť˙šşş˙ˇšş˙¸şť˙ˇ¸š˙˛´ľ˙Ž°ą˙Ş­Ž˙Ž°ą˙ˇ¸š˙žžž˙ÁÁÁ˙ŽŽŽ˙š™˜˙…„„˙””“˙¤¤¤˙žžŸ˙ž˙œœ˙ŁŁŁ˙ŁŁŁ˙ ĄĄ˙   ˙žž˙   ˙ŸŸŸ˙ŁŁŁ˙ŁŁŁ˙¤¤Ł˙˘˘Ą˙˘˘Ą˙ŁŁŁ˙”•”˙“””˙VWW˙mmm˙ÁÁÁ˙âââ˙ăăă˙äää˙âââ˙âââ˙ĚĚĚ˙ŢŢŢ˙ßßß˙ßßß˙ŕŕŕ˙ŕŕŕ˙ŕŕŕ˙ŕŕŕ˙ŕŕŕ˙ßßß˙ŢŢŢ˙×××˙ÔÔÔ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ĎĎĎ˙ÍÍÍ˙âââ˙âââ˙ŕŕŕ˙ŞŞŞ˙ooo˙YYY˙YYY˙Š‰ˆ˙Š‰ˆ˙‹‰ˆ˙Š‰ˆ˙Š‰ˆ˙Š‰ˆ˙‹‰ˆ˙Š‰ˆ˙Š‰ˆ˙ŠŠ‰˙‹ŠŠ˙ŠŠŠ˙ŠŠŠ˙Š‹‹˙˙˙ŽŽŽ˙ŽŽ˙˙˙ŽŽŽ˙ŒŒŒ˙ŠŠ‰˙ŠŠ‰˙‡‡‡˙~€˙‚˙’–•˙’”“˙uxw˙}€~˙‡‰ˆ˙uwv˙wyx˙{~}˙mpn˙knm˙psr˙hml˙X]^˙MRS˙DHH˙p>>˙m<<˙g88˙h99˙j::˙SSR˙•“’˙¸ˇś˙źźť˙ŤŞ¨˙’‘˙œ›š˙Ž˙œ›˙ŹŹŤ˙ąąą˙ššš˙ÁÁÁ˙ÂÂÂ˙ĂĂĂ˙ĹĹĹ˙ŔŔŔ˙ˇšš˙Ž°ą˙Ş­Ž˙Ş­Ż˙Ż˛ł˙ś¸š˙˝˝ž˙ˇśś˙¤ŁŁ˙“’‘˙Š‰ˆ˙ŸŸŸ˙ĄĄĄ˙   ˙ŸŸŸ˙˘˘˘˙˘˘˘˙˘˘˘˙˘˘˘˙Ÿ  ˙   ˙ŸŸŸ˙˘˘˘˙Ł˘˘˙Ł˘ ˙˘ĄŸ˙˘Ą ˙›œœ˙˙Ž˙QRR˙zzz˙ŮŮŮ˙âââ˙ăăă˙äää˙âââ˙âââ˙ÍÍÍ˙ŢŢŢ˙ßßß˙ßßß˙ŕŕŕ˙ŕŕŕ˙ŕŕŕ˙ŕŕŕ˙ÚÚÚ˙ŐŐŐ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ÖÖÖ˙âââ˙âââ˙ááá˙ššš˙vvv˙YYY˙YYY˙Šˆ…˙Šˆ…˙Šˆ…˙Š‡…˙Š‡…˙ˆ‡…˙ˆ‡…˙ˆ‡…˙Š‡…˙Š‰‡˙Š‰‰˙‰‰‰˙‰‰‰˙‰‰‰˙ŠŠŠ˙ŠŠŠ˙ŒŒŒ˙ŒŒŒ˙ŒŒŒ˙˙Œ˙ŒŒŒ˙‰‰‰˙ƒ„„˙€˙}˙„‰‡˙“‘˙žĄŸ˙Ÿ˘Ą˙›ž˙ŚŠ¨˙•™—˙œ ž˙†‹‰˙ƒ‰‡˙ˆŽŒ˙•›™˙Ł˘˙‘••˙‚†‡˙[^_˙r>>˙n<<˙h99˙j::˙EDD˙xvs˙—–”˙°°Ż˙´łł˙şš¸˙ˇśľ˙ŞŤŞ˙ą´ł˙´š¸˙˛ľľ˙ŤŹŹ˙žœ˙Ľ¤¤˙°°°˙¸¸¸˙ÄĹĹ˙ÂÂÂ˙žžž˙šşş˙śˇ¸˙Żą˛˙ŹŽ°˙ŹŻ°˙ľśˇ˙źź˝˙´łł˙Ž­Ź˙‹‹Š˙‘‘˙™™™˙ŁŁŁ˙˘˘˘˙ĄĄĄ˙žŸŸ˙žŸŸ˙žŸŸ˙ŸŸ ˙   ˙žŸŸ˙ĄĄ ˙˘ Ÿ˙˘ ˙ĄŸ˙Ą Ÿ˙”•”˙˙ŒŽ˙UUU˙ooo˙ĹĹĹ˙ááá˙âââ˙ăăă˙âââ˙ááá˙ŢŢŢ˙ŕŕŕ˙ŢŢŢ˙ŢŢŢ˙ßßß˙ŢŢŢ˙ŮŮŮ˙×××˙ÔÔÔ˙ŇŇŇ˙ŇŇŇ˙ÓÓÓ˙ÔÔÔ˙ŇŇŇ˙ŇŇŇ˙ÓÓÓ˙ÔÔÔ˙ŇŇŇ˙ĐĐĐ˙ááá˙ááá˙ŕŕŕ˙ĎĎĎ˙………˙YYY˙XXX˙‰†‚˙‰†‚˙‰†‚˙‰†‚˙ˆ…‚˙…„‚˙…„˙†„˙‰†‚˙‰‡„˙‰‡…˙‰ˆ†˙ˆˆ‡˙ˆˆˆ˙ˆˆˆ˙ˆˆˆ˙‰‰‰˙ŠŠŠ˙‰‰‰˙‰‰‰˙ŠŠ‰˙ŠŠŠ˙ƒ„ƒ˙xyx˙lnm˙z}z˙ŠŠ˙ĽŚ¤˙¸¸ˇ˙ËËĘ˙ŔŔż˙žżž˙šşš˙šşš˙°łą˙ŤŽŹ˙ľ¸ś˙źż˝˙ĆÇĆ˙ÉĘÉ˙Żąą˙gkm˙r??˙n<<˙h99˙i99˙ZYY˙˜—•˙źťş˙ĐĐĎ˙ÖÖÖ˙âââ˙ŮŮŮ˙ÎĎĎ˙ĹÉČ˙żĆĆ˙°¸ˇ˙¤ŞŞ˙Ś§Ś˙ŞŠ¨˙ł˛ą˙žžž˙ŹŹŤ˙ł´ł˙ťźť˙ŔŔŔ˙ÁÁÁ˙şťť˙˛´ľ˙Ť­Ż˙­Ż°˙´ľś˙ź˝˝˙ťťş˙ĽĽĽ˙……„˙†††˙››š˙ĄĄĄ˙   ˙š››˙š››˙š››˙›œœ˙›œ˙š›œ˙ Ÿž˙ žœ˙Ąž›˙Ąž›˙ĄŸž˙“”“˙†ˆ‡˙…‡†˙QRQ˙```˙ššš˙ŢŢŢ˙ááá˙âââ˙ááá˙ßßß˙ŢŢŢ˙ŢŢŢ˙ÝÝÝ˙ÜÜÜ˙ŰŰŰ˙ÔÔÔ˙ŃŃŃ˙ŃŃŃ˙ŇŇŇ˙ŃŃŃ˙ĐĐĐ˙ŃŃŃ˙ŇŇŇ˙ŃŃŃ˙ĐĐĐ˙ŃŃŃ˙ŇŇŇ˙ŃŃŃ˙ĎĎĎ˙ßßß˙ŕŕŕ˙ßßß˙ÖÖÖ˙ŠŠŠ˙XXX˙XXX˙Š†ƒ˙Š‡ƒ˙Š†‚˙Š‡ƒ˙‡†ƒ˙‚„‚˙ƒ‚˙‚ƒ˙……‚˙……ƒ˙‡†„˙ˆ†„˙‰‡…˙‰ˆ‡˙‰ˆˆ˙‰‰‰˙‰‰‰˙ŠŠŠ˙‰‰‰˙‰‰‰˙‰‰‰˙„…„˙yzy˙hki˙qus˙€…˙•˜•˙ˇ¸ś˙ÎÎÍ˙ŇÚŮ˙ˇĆÄ˙ˇÇĹ˙ÇĎÎ˙ÎĎÎ˙˝żž˙ŹŻ­˙żÂÁ˙ÎĐĎ˙ááá˙âââ˙ŔÁÁ˙}‚˙q>>˙n<<˙h99˙BCC˙‡††˙ł˛ą˙ĚËË˙ŘŘŘ˙ŮŮŮ˙ăăă˙ááá˙Ýßß˙ŰŢŢ˙ĚÓÔ˙ľź˝˙ ĽĽ˙˘¤Ł˙¨ŤŞ˙˛ˇś˙˛śś˙ÁÂÂ˙łł˛˙¨¨¨˙ŠŠŠ˙łł˛˙ššš˙şťť˙ł´ľ˙Ž°˛˙Ž°ą˙śˇ¸˙˝˝ž˙ŽŽŽ˙ĄĄĄ˙ŒŒ‹˙‹‹Š˙–––˙˙›œœ˙˜™š˙•—˜˙’”•˙•—˜˙—™™˙ĄŸž˙ĄŸœ˙˘Ÿœ˙ĄŸž˙ĄĄ ˙››š˙Ž˙˙WXW˙ZZZ˙|||˙ĎĎĎ˙ááá˙âââ˙ááá˙ŕŕŕ˙ŮŮŮ˙ÝÝÝ˙ŰŰŰ˙ÖÖÖ˙ŇŇŇ˙ŇŇŇ˙ŇŇŇ˙ŇŇŇ˙ÓÓÓ˙ŃŃŃ˙ŃŃŃ˙ŇŇŇ˙ÓÓÓ˙ŃŃŃ˙ŃŃŃ˙ŇŇŇ˙ÓÓÓ˙ŃŃŃ˙ĎĎĎ˙ááá˙ááá˙ááá˙ŕŕŕ˙˘˘˘˙eee˙XXX˙Š‡ƒ˙Š‡„˙Š‡ƒ˙‰†ƒ˙‰Šˆ˙ƒ‡†˙ƒ‚˙‚˙‚„ƒ˙ƒ‚˙ƒ„‚˙……ƒ˙‰‡„˙Šˆ†˙‰‰ˆ˙ŠŠŠ˙ŠŠŠ˙„„„˙|}}˙tvv˙tvu˙oqp˙dgf˙]`_˙Z\Z˙nqn˙›š˙ÂĂÂ˙ÚÚÚ˙ĂŇĐ˙ŁÂž˙™¸´˙Žż˝˙şž˝˙˛śľ˙¨­Ť˙ťž˝˙ÎĎÎ˙âââ˙ÓŐÖ˙ŞŻ°˙eln˙s??˙q>>˙h99˙PRR˙“““˙żžž˙äää˙ĺĺĺ˙ççç˙ççç˙äää˙ŐŐÔ˙ČĆĹ˙ľśľ˙§ŻŻ˙ĽŻŻ˙­¸ˇ˙¸ÁÁ˙ľŔÁ˙śżŔ˙ŔĹÄ˙ĹÇĆ˙š¸ˇ˙Š§§˙—•”˙¤˘Ą˙śľľ˙žžž˙˛´ľ˙Ť­Ż˙Żął˙şťź˙şşş˙ąąą˙°°°˙§§Ś˙’‘‘˙‰‰ˆ˙™šš˙œž˙–—˜˙“•–˙–˜™˙œœ˙˘Ą ˙˘Ą ˙Ł˘ ˙ŁĄ ˙Ł˘Ą˙Ł˘Ą˙Ž˙ŒŽ˙WYX˙YYY˙kkk˙§§§˙ááá˙äää˙âââ˙âââ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ŇŇŇ˙âââ˙âââ˙âââ˙ááá˙ąąą˙nnn˙YYY˙Š‡ƒ˙…‚˙~|x˙uus˙vxv˙|€˙y~}˙x~}˙~ƒƒ˙|‚˙ƒƒ˙„‚˙††ƒ˙~˙}}{˙xyy˙z{z˙rts˙lon˙gji˙gji˙`cb˙_ca˙[_]˙hki˙||˙¤Ś¤˙ĐŇŃ˙ÔÜŰ˙ĽĂż˙}ŤĽ˙yĄ›˙“ŚŁ˙Ÿ¤Ł˙“š˜˙‡ŽŽ˙–œ˙´¸š˙××Ř˙ĹÉË˙œ˘¤˙OVY˙q>>˙p==˙j::˙IJK˙ˆˆˆ˙žž˝˙äää˙ĺĺĺ˙ččč˙ččč˙ĺĺĺ˙ÍÍĚ˙ˇš¸˙ŸĽ¤˙‰š˜˙“¤¤˙Ś¸¸˙ŔĎĐ˙ÁÓÔ˙ČÖ×˙ÓŰŰ˙ÔŐŐ˙żżž˙Ł˘Ą˙š™–˙ą°Ž˙˛ą°˙ÂÂÂ˙şşť˙Ž°˛˙ŤŽŻ˙Żą˛˙šşş˙˝˝˝˙źźź˙ŤŞŠ˙•••˙…„„˙ŽŽŽ˙   ˙™š›˙–˜™˙™š›˙ŸŸŸ˙˘˘Ą˙Ł˘˘˙ŁŁ˘˙˘˘˘˙˘˘˘˙ŁŁ˘˙“••˙’””˙bcc˙YYY˙___˙’’’˙ááá˙äää˙âââ˙âââ˙âââ˙âââ˙ŮŮŮ˙ÎÎÎ˙ĐĐĐ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÓÓÓ˙ÎÎÎ˙ááá˙âââ˙âââ˙ááá˙ĄĄĄ˙eee˙YYY˙|{x˙rro˙stq˙qtr˙vyw˙osr˙lpn˙kpn˙put˙ots˙put˙qus˙twt˙pqo˙lmk˙hki˙lom˙imk˙_ca˙`ec˙nsq˙}ƒ˙Œ’˙˜›™˙‘˙¨Š¨˙ŔÁŔ˙ŮÚŮ˙ÔŰÚ˙łÉÇ˙’ą­˙† œ˙‰–’˙Œ“˙ƒ‹‹˙yƒ…˙€Š˙¤ŞŹ˙ÍÎÎ˙´ş˝˙Œ”—˙CLP˙q>>˙p==˙i::˙GIJ˙vy{˙ŠŹŽ˙ŃÓÔ˙ăăă˙ççç˙ééé˙ĺĺĺ˙ÂĹĹ˙ŁŹŞ˙”’˙„Ÿ˙™łł˙ŻĆĆ˙ÂÓÔ˙ŔÓÔ˙ČÖ×˙ŇÚŰ˙Đ×Ö˙ĆËĘ˙°´ł˙ŞŠ§˙ŽŹŞ˙˝źş˙ˇśś˙źźź˙´ľś˙ął´˙˛´ľ˙ľśˇ˙¸šš˙˝žž˙ľľ´˙œœ›˙‡††˙uuu˙˜˜˜˙—˜˜˙’’’˙Œ˙•••˙›››˙˘˘˘˙ŁŁŁ˙˘ĄĄ˙ĄĄĄ˙Ł˘˘˙š››˙‘“’˙abb˙UUU˙[[[˙ššš˙ááá˙ăăă˙âââ˙ááá˙âââ˙ăăă˙âââ˙ááá˙ááá˙ŇŇŇ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ÍÍÍ˙ÍÍÍ˙ÓÓÓ˙ÔÔÔ˙ĐĐĐ˙ĐĐĐ˙ÓÓÓ˙ÔÔÔ˙ŇŇŇ˙ÍÍÍ˙ŕŕŕ˙ááá˙ááá˙ÝÝÝ˙“““˙ccc˙XXX˙z}z˙“˙ŚŤ¨˙Ł ˙†‹‰˙uyv˙ptr˙]a_˙bhf˙_db˙^a_˙[]\˙_a_˙imk˙[^\˙_db˙_db˙cgd˙mqn˙rvt˙–›™˙œĄŸ˙ ¤Ł˙˘˘˙Ż˛˛˙ĹÇÇ˙ÍĎĎ˙Ő×Ř˙ĆĎĎ˙ĂŇĐ˙§¸ś˙›Ś¤˙”‘˙Œ“˙ŠŠ˙q~ƒ˙kx}˙‰‘”˙Ş­Ž˙žŚŠ˙|†‹˙CMQ˙n<<˙l;;˙g99˙FI˙q>>˙o==˙g99˙8;=˙[cg˙–Ÿ¤˙ÁĆČ˙äää˙ččč˙ééé˙ććć˙ĎÔÔ˙żĚĚ˙ŞŔŔ˙łÉĘ˙šÍÎ˙ĆŐÖ˙ÍŘŮ˙ÓŰÜ˙Űßß˙Ţŕŕ˙ÔŮŮ˙ÔŮŮ˙ŐÚÚ˙âââ˙ž˝˝˙¸ˇˇ˙ĽĽ¤˙ťťť˙śşş˙ˇťť˙´¸¸˙˛´ľ˙Ť­Ż˙ŤŽŻ˙ś¸¸˙˛˛˛˙ŸŸŸ˙™™™˙€€€˙———˙˙‚ƒƒ˙ˆˆˆ˙•––˙ŁŁŁ˙ŁŁŁ˙˘˘˘˙˘˘˘˙ŁŁŁ˙ŁŁŁ˙ŒŽ˙ikj˙MNN˙]]]˙žžž˙ăăă˙äää˙âââ˙âââ˙ăăă˙äää˙âââ˙âââ˙ăăă˙ŃŃŃ˙ÇÇÇ˙ÇÇÇ˙ČČČ˙ĆĆĆ˙ĆĆĆ˙ÇÇÇ˙ČČČ˙ĆĆĆ˙ĘĘĘ˙ăăă˙äää˙âââ˙âââ˙âââ˙âââ˙âââ˙âââ˙¸¸¸˙qqq˙YYY˙ČĚË˙ĹÎÍ˙ÂŃÎ˙ĂŇĎ˙ĆĎÍ˙ĆČÇ˙şźť˙ą´ł˙Ť°Ž˙¤§Ľ˙•–”˙ŒŒ‹˙‘˙–™˜˙˘Ś¤˙œĄŸ˙’˜–˙~‡„˙‡Œ˙‰’˙§ŤŞ˙¤Š¨˙ą´´˙ ĽŚ˙Ž˛´˙ťżÁ˙ČËÍ˙ÖŘŘ˙ÖŘŘ˙ŇÔÓ˙ˇşš˙šŸ˙Ž•’˙Ž”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ÎĎĎ˙ŘŮŮ˙‘˙…ƒ˙u||˙y€‚˙z„˙ƒˆ‹˙†‹˙†‹˙x‚˙y„˙‚ˆŠ˙ŠŽŽ˙ƒƒ˙´ˇś˙´ˇˇ˙žÁŔ˙ŔÂÁ˙ĎĎÎ˙ĎĎĎ˙ĎÎÎ˙ÇÇĆ˙ĂĂĂ˙ÍÍÍ˙ŘŘŘ˙‹‹‹˙XXX˙\—‘˙u›˜˙ˆ›˙˙žž˙˙“——˙‹‘˙€Šˆ˙~‰†˙{‡„˙}Œ‹˙€‘“˙…›Ą˙‡ ¨˙ŠĽŻ˙‹Ś°˙†œ˘˙„”–˙†˙‰”“˙ˆ––˙‰——˙š˜˙”š™˙˜žž˙ž¤Ľ˙ §Ş˙żÄĆ˙ÓÖŘ˙ííí˙ęęę˙ččč˙ĺĺĺ˙ĺĺĺ˙ĺĺĺ˙ććć˙ŰŰŰ˙ĎĐĐ˙śşť˙˙œœ˙˙œœ˙˙››˙˙šš˙˙šš˙ĺĺĺ˙˙››˙ĎŃŃ˙ť˝ž˙ŚŞŤ˙°´ľ˙ş˝˝˙ĹÇÇ˙Ťął˙—ŸĄ˙ŠŒ˙€‡‰˙r|˙”œŸ˙šžŔ˙ááá˙âââ˙ŘŮŘ˙ŮÚŮ˙ŰÜÜ˙ëëë˙ííí˙îîî˙îîî˙ŐÖ×˙´śś˙‘–—˙…˙‚‹˙‹’“˙Ł§¨˙Ş°˛˙ŠŻą˙¨­Ż˙ˇşť˙ÂÄĹ˙ÂÄĹ˙ÂÄĹ˙ÎĐŃ˙ŃÓÓ˙ÓÔÓ˙ÄĆĹ˙™›š˙‘‘˙‡Š‰˙™››˙Ź­­˙ŔŔŔ˙żżż˙ĐĐĐ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ÔÔÔ˙ŮŰÚ˙ĎŃĎ˙|€~˙ŠŽ˙ˆŽ˙ƒ‰‹˙qz~˙z…˙}„‡˙}„‡˙ox|˙pz}˙ƒ‰‹˙“–—˙–—˜˙’’˙”—–˙ŹŽ­˙ź˝ź˙ĐŃĐ˙ĘËĘ˙ĘËĘ˙ĚĚĚ˙ĚĚĚ˙ŐŐŐ˙ÜÜÜ˙~~~˙YYY˙k”˙‚œ™˙Ÿ˙˙žž˙˙•˜˜˙•”˙‰‘˙Š’˙ƒŠ˙Œ‰˙‚Š˙…’‘˙„”•˙ƒ–™˙ƒ–š˙€‘“˙}Œ‹˙~‰‡˙†ŽŒ˙†‘˙”ž˙ ŞŠ˙Žłł˙Ž˛ł˙Ż´ľ˙­łľ˙ÁĆČ˙ŇŐ×˙ęęę˙ççç˙ććć˙ĺĺĺ˙ĺĺĺ˙ĺĺĺ˙˙™™˙˙™™˙˙™™˙˙™™˙˙šš˙ŘÚÚ˙˙™™˙˙™™˙˙˜˜˙˙™™˙˙šš˙˙››˙ŇŇŇ˙ĆÇČ˙ŇÓŇ˙ŰŰÚ˙ĺäă˙ËÎĎ˙­˛´˙‹’”˙{‚ƒ˙juz˙Œ–š˙Żśš˙ÝŢŢ˙ŢŢß˙ĚÎÍ˙ĹÇĆ˙ČËĘ˙ăăă˙ííí˙îîî˙îîî˙ââă˙ĘËË˙¤¨Š˙†“˙z„‰˙}†‰˙Ž“•˙—š˙Žœž˙›˙›Ł¤˙Ł¨Š˙¤Ź­˙¤Ź­˙Żˇ¸˙ÄÇÉ˙ŮÚŰ˙ŮÚŮ˙ÉËĘ˙Ś¨¨˙Ą¤Ł˙˘Ľ¤˙Ľ§Ś˙°ą°˙śˇś˙ÔÔÔ˙ÓÓÓ˙ÓÓÓ˙ÓÓÓ˙ăăă˙äää˙ÜÜÜ˙ŃŇŃ˙Ÿ Ÿ˙ƒ…„˙˙ƒˆ‰˙w‚˙€†‰˙ƒ‰‹˙ƒ‰‹˙z‚…˙x€„˙‘“˙–™š˙žŸ ˙›››˙“•”˙“••˙›œœ˙‘’‘˙¨Š§˙ĎĐĎ˙âââ˙âââ˙ăăă˙äää˙~~~˙YYY˙nˆƒ˙„—“˙”žœ˙›œ˙œžž˙œ˙˜›š˙“—–˙—”˙˜•˙‰“˙…Œ˙‚Š˙†Œ˙…Œ˙Œ‰˙~Š‡˙~‰†˙Œ‰˙Ž—•˙›˘Ą˙ŠŽ­˙ˇşş˙ÂĹĹ˙ĎŃŃ˙ÍĎĎ˙ĐŇÓ˙ÍĐŇ˙ÔŘŮ˙ÚÜŢ˙ććć˙ĺĺĺ˙ĺĺĺ˙˙››˙˙™™˙˙˜˜˙˙˜˜˙˙˜˜˙˙™™˙˙™™˙˙™™˙˙™™˙˙˜˜˙˙——˙˙——˙˙˜˜˙˙šš˙˙››˙ÚÜÝ˙ččč˙ččç˙ćĺä˙ĺäă˙×ŘŮ˙š˝ž˙™žŸ˙|ƒ…˙gsx˙†‘—˙ŚŽ˛˙×ŘŮ˙ÇĘĚ˙­ą˛˙œĄĄ˙Ł§§˙şžż˙ĆĘË˙ĆËĚ˙×ŮÚ˙áâă˙áââ˙˝ĂÄ˙”ŁŚ˙~Ž‘˙~˙ƒ‘˙‘”˙‚“–˙…‘“˙‡‘˙ƒŠŒ˙…Ž˙†’“˙š˙ ŞŹ˙¸ť˝˙żŔŔ˙°˛˛˙¤¨§˙Ź°Ż˙¸ťş˙źżž˙˝ż˝˙ˇš¸˙ÉĘÉ˙ŇŇŇ˙ŇŇŇ˙ŇŇŇ˙âââ˙ŰŰŰ˙ÓÓÓ˙šźź˙˝ŔÁ˙Ľ¨§˙“”“˙‘˙‡Œ˙“”˙“”˙“”˙“•˙”•˙ĽĽĽ˙ŚŚŚ˙¤¤¤˙˘˘˘˙˜™™˙’”“˙’””˙…‡…˙°ą°˙ĐŃĐ˙ááá˙ááá˙âââ˙ăăă˙}}}˙XXX˙^a_˙{|˙“‘˙”˜–˙šžœ˙ ž˙™œ›˙—›™˙”š—˙”›˜˙Š“˙…Œ˙‡˙‹“˙—š˙’š–˙Ž–“˙‚Œ‰˙…Œ˙ŸŚŁ˙ľş¸˙źÁŔ˙ŔĂÂ˙ÇÉČ˙ŢßŢ˙çčç˙ďďď˙îîî˙ěěě˙ççç˙äää˙äää˙˙œœ˙˙››˙˙™™˙˙˜˜˙˙——˙˙˜˜˙˙˜˜˙˙™™˙˙™™˙˙˜˜˙˙˜˜˙˙––˙˙––˙˙˜˜˙˙šš˙˙››˙˙œœ˙ççç˙ççç˙ĺĺĺ˙äää˙ŘŮÚ˙šź˝˙ž˘Ł˙~…‡˙pz~˙‡’–˙ ¨Ź˙ĘĚĚ˙°ľ¸˙›ĄŁ˙†‡˙‰˙•œŸ˙ĄŠŹ˙˘ŠŹ˙Žş¸˙ÄÎĚ˙Ýĺâ˙ÎÖÖ˙Şťť˙ˆžž˙†™š˙ˆ——˙ƒ”—˙†—˜˙‰•—˙—žŸ˙ŸŁĽ˙ §¨˙– Ą˙†–˜˙Œšœ˙˜ĄŁ˙ŞŹŹ˙˛łł˙žŔż˙ÍĎÎ˙ÍĎÎ˙şźť˙Ž˙npo˙WWW˙XXX˙}}}˙ŕŕŕ˙ááá˙ŇŇŃ˙ÇÇĆ˙ ĽŚ˙˛ˇš˙˛ˇ¸˙żŔż˙˘Ł˘˙˙˜šš˙˜šš˙˜šš˙šœœ˙šœ˙ĽĽĽ˙¤¤¤˙œœ˙ššš˙†ˆ‡˙†‡‡˙ŠŒ‹˙ť˝ź˙ĎĎÎ˙××Ö˙ŕŕŕ˙ŕŕŕ˙ááá˙âââ˙}}}˙XXX˙BDC˙Y\Z˙txu˙‹‘Ž˙–›˜˙Ąž˙›žœ˙™œš˙—›™˙‘—•˙†˙ƒ‹˙ˆ‘˙˜ž›˙§Ş§˙§Ş§˙™Ÿœ˙‰’˙‡˙ŁŠ§˙źż˝˙ĐŇŃ˙ČĘÉ˙ÄĆĹ˙ĹÇĆ˙ÍĎÎ˙Ő×Ö˙ÝŢÝ˙áââ˙ĺĺĺ˙äää˙ĺĺĺ˙ĺĺĺ˙˙››˙˙™™˙˙˜˜˙˙˜˜˙˙™™˙˙™™˙ťĘĹ˙¨Ăť˙Œľ¨˙ŞĹ˝˙ÇŐŃ˙ÚÚŰ˙ľšť˙Ž—›˙˜œ˙´šť˙ÜÜÜ˙ććć˙ććć˙äää˙ĚĎĐ˙­ą˛˙”™š˙ƒ‰‰˙u˙Œ–™˙Ą¨Ź˙ÎĎĐ˙ĽŹ°˙Œ”—˙owz˙|‚„˙~‡Š˙‰Œ˙‰Œ˙—¤Ł˙¸ĂÂ˙Ţćă˙ÎÖÖ˙Ťżž˙‰¤Ł˙ˆ Ÿ˙‡™™˙‘˙‹–™˙š ˘˙śšş˙ÂÄĹ˙śšš˙ Ś§˙„‘“˙‘˙ƒŒŽ˙•—˜˙ŞŹŹ˙žŔż˙ĎŃĐ˙ÎĐĎ˙ş˝ť˙‹˙jmk˙STS˙}}}˙ááá˙ááá˙âââ˙ŇŇŇ˙ĆĆĆ˙ Ľ§˙Ľ­°˙Žľ¸˙ťžż˙šťť˙‹Œ˙ššš˙˘˘˘˙˘˘˘˙¤¤¤˙˘˘˘˙˘˘˘˙˘˘˘˙ššš˙™™™˙š˙°ľľ˙¨­­˙ĹĆĹ˙×××˙ááá˙ááá˙ááá˙âââ˙âââ˙YYY˙XXX˙787˙GHG˙\_]˙z€~˙‹’˙“›™˙“š™˙’™—˙•”˙Š‘˙ƒ‹˙—•˙˘§¤˙šşś˙ÄÄż˙ÄÄż˙ŻąŽ˙•›™˙„‹˙‘š˜˙ §Ľ˙ş˝ź˙ŔÂÁ˙ÄĆĹ˙ťžź˙¸ťş˙ľš¸˙˝Ŕż˙ÍĎÎ˙ŰÜÜ˙ććć˙ććć˙ććć˙ŃŇŇ˙¸ťź˙˙™™˙˙šš˙ŠŽ°˙ĹÇČ˙žĚČ˙œ˝ł˙nĽ”˙}Źž˙›˝˛˙˝ËÇ˙ˇżž˙Žłľ˙­˛´˙śşť˙ĎĎĐ˙ĚĎĐ˙ĚĎĐ˙żĂÄ˙§­°˙‘™œ˙ƒŒŽ˙Ž””˙”œœ˙Ž´ľ˙śźž˙ÔÖ×˙§Ž˛˙•˜˙kux˙y€‚˙•˜˙˜ ˘˙ĽŤ­˙Žšˇ˙ĆĎÍ˙ßćä˙ÍÓÓ˙¨ˇš˙„›œ˙ƒ–—˙ƒ‘˙•˜˙¤ŤŽ˙żĂĹ˙ŘÚÚ˙äĺĺ˙ŮÚÚ˙´¸ş˙Ž™œ˙‹Ž˙‹˙šž˙ŤŽ°˙ËÍÎ˙ŃÓŐ˙ÍĎÎ˙­ąŻ˙y~|˙bed˙LMM˙YYY˙âââ˙âââ˙ăăă˙ŰŰŰ˙ŇÓŇ˙ÄĆÇ˙ł¸ş˙źŔÂ˙ĆÉĘ˙ÁÄĂ˙‘˙‰‹‹˙˙˙›››˙›››˙–––˙‘’’˙–™™˙ąś¸˙ĽŹŻ˙ťżÁ˙żÁÂ˙ĘĘĘ˙ŘŘŘ˙âââ˙âââ˙âââ˙ăăă˙~~~˙~~~˙YYY˙666˙?@?˙SVT˙qvt˙‰˙‘™—˙“š™˙’™—˙”™—˙’—•˙Œ”‘˙ Ľ˘˙ś¸´˙ŐÓÎ˙ŐÓÎ˙ÎÍČ˙ťť¸˙˘ŚŁ˙Ž–“˙ƒŠ˙ˆ‘Ž˙ĽŞŠ˙żÂÁ˙ĹÉÉ˙źŔÁ˙ŚŹŹ˙Ł¨Ś˙Ł¨Ś˙´ˇś˙ËĚĚ˙ÜÝÝ˙ććć˙ççç˙ÜÜÜ˙ÄÇÇ˙Ş°˛˙Š°˛˙ŔÄĆ˙ŰŰŰ˙×ŢÜ˙šÎČ˙ŒľŠ˙|Źž˙}Źž˙šźą˙žş˛˙Ąšł˙—ŽŠ˙›Ť¨˙Źľł˙Ťą´˙Ťą´˙ŸĽ¨˙“›ž˙ˆ“˙Š“•˙˘ŚŚ˙ˇťť˙ĘÍÍ˙ĘĚÍ˙ŮÚÚ˙šżÁ˙§­Ż˙ˆ‘˙Š‘˙•˜˙¤Ť­˙ťŔÁ˙ŐÖ×˙áââ˙ďďď˙×ŮÚ˙źÄĆ˙˘Żą˙ŁŻ°˙Ľ­Ž˙ąśˇ˙ÉÍÎ˙âää˙ďďď˙ďďď˙âăă˙ĘĚÍ˙Ž´ś˙• ˙‹’”˙—›œ˙¨ŹŽ˙źŔÂ˙ÇĘĚ˙ĂĹĹ˙Ž˛ą˙{€~˙_a`˙LMM˙âââ˙âââ˙âââ˙ăăă˙äää˙ÚŰŰ˙ŇÓÓ˙ˇşť˙ŔÂĂ˙ĆÉĘ˙źžž˙™šš˙†ˆ‡˙–––˙–––˙———˙–––˙ˆ‰‰˙‡ˆˆ˙§ŤŹ˙şżÁ˙Žľ¸˙˛śš˙żÁÂ˙ĘĘĘ˙ááá˙âââ˙âââ˙âââ˙ăăă˙~~~˙YYY˙YYY˙666˙9::˙LPN˙iol˙…Œ‰˙˜•˙“›™˙’š˜˙“š—˙”›˜˙› ˙ľˇ´˙ČÇĂ˙ÓŃĚ˙ËĘĆ˙ÄÄż˙şťˇ˙ŚŞŚ˙•œ™˙…Œ˙…Œ˙•›˙źżž˙ĚĐĐ˙ĚĐŃ˙Ž´´˙ŞŽ­˙ŞŽŹ˙ť˝ź˙ĘĚË˙ŰÜŰ˙ććć˙ććć˙ĺĺĺ˙ŘÚÚ˙ËĎŃ˙ĚĎŃ˙×ŮÚ˙äää˙ććć˙ÖÝŰ˙ŞĹ˝˙‹´¨˙}Źž˙‹ł§˙ŒľŠ˙‹ľ¨˙Š´§˙‚Śœ˙‰Śž˙€•”˙„“”˙~†‰˙~†‰˙~†‰˙Š“–˙°łł˙ŐÖÖ˙ááá˙ŰŰÜ˙ÚŰŰ˙şżÂ˙ĽŤ­˙Œ’”˙Ž“•˙‹“—˙ĄŠŹ˙ĆĘË˙âââ˙ííí˙îîî˙ăäĺ˙Ô×Ů˙ĆËÍ˙ĆÉË˙ČËĚ˙ÖŘŘ˙ăäĺ˙îîî˙îîî˙îîî˙ěěě˙ŕáâ˙ŃÔÖ˙Ż´ˇ˙šŸĄ˙’”˙ŁĽ˙°ś¸˙ČËÍ˙ËÍÍ˙ˇşš˙‚‡†˙\_^˙LMM˙âââ˙âââ˙ááá˙âââ˙ăăă˙âââ˙ÚÚÚ˙ŮŮŮ˙ŮŘŘ˙ÜÜÜ˙ŇÓÓ˙”••˙‹ŒŒ˙–––˙–––˙———˙•••˙‡ˆˆ˙‡ˆˆ˙Š­­˙ąľˇ˙§ŹŽ˙ŹŻ°˙ÇÇČ˙×××˙ááá˙ááá˙ááá˙ááá˙~~~˙~~~˙YYY˙XXX˙687˙799˙FJH˙bge˙ƒŠ‡˙•“˙•š˜˙”™—˙•š˜˙–œ™˙œĄž˙ŤŽŤ˙łľ˛˙ˇ¸ľ˙ą˛Ż˙­ŽŤ˙ŞŹŞ˙ž˘ ˙–š˙ˆ‘Ž˙‡Ž˙‰’˙ŁŞ¨˙śťť˙ÁĆĆ˙Ž´´˙łˇś˙žÁż˙ĎĐĎ˙ÔŐŐ˙ŰŰÚ˙ĺĺä˙ćĺĺ˙ĺĺĺ˙äää˙ććć˙ććć˙ĺĺĺ˙äää˙ććć˙ććć˙ČÖŇ˙šÎČ˙ŤĆž˙ŠĹź˙›˝ł˙‹ľ¨˙zŤœ˙o ‘˙e—‰˙k“‹˙pŠ˙v‹˙|ŽŒ˙ˆ””˙Ą§Š˙ÉĘĘ˙ÜÜÝ˙ŘŮÚ˙Ö×Ř˙ÍĎĐ˙ąˇş˙˜ Ł˙Œ“•˙Ž“•˙|†‹˙…”˙Şął˙ŐÖÖ˙ííí˙îîî˙ďďď˙îîî˙îîî˙îîî˙ďďď˙ďďď˙îîî˙ěěě˙ëëë˙ěěě˙ěěě˙ěěě˙ěěě˙ËÍÍ˙ŞŹ­˙‚‰‹˙–›˙§ŹŻ˙ĚÎÎ˙Ö××˙ĂĹÄ˙–™˜˙cfe˙QQQ˙âââ˙âââ˙ááá˙âââ˙ăăă˙âââ˙ÚÚÚ˙ŰŰŰ˙ÜÜÜ˙ŘŮŘ˙ŐŐŐ˙‘˙”””˙–––˙–––˙———˙———˙˙˙¨ŠŠ˙ŇŇŇ˙ÉÉÉ˙ÄĹĹ˙ŃŃŃ˙ŮŮŮ˙ááá˙ááá˙ááá˙ááá˙~~~˙~~~˙}}}˙XXX˙576˙687˙DGF˙_db˙‚‰†˙Ž•’˙•›™˙•›™˙—›˙•›™˙˘Ÿ˙ĽŠŚ˙§Ş¨˙ĄŸ˙”˜–˙–™˜˙—š™˙—œš˙Ł ˙¤Š§˙›ŁĄ˙˜–˙‘š˜˙Żľł˙ł¸ś˙ľš¸˙ťż˝˙Ö××˙ççç˙ćĺĺ˙ĺäă˙ćĺä˙ććĺ˙ĺĺĺ˙ĺĺĺ˙ććć˙ççç˙ĺĺĺ˙ĺĺĺ˙ććć˙ććć˙ŘßÝ˙ŘßÝ˙ŘßÝ˙×ŢÜ˙ÉÖŇ˙šÎÇ˙˜ź°˙yŞ›˙]›ˆ˙`˜‰˙e–‰˙j”‰˙œ”˙–§¤˙ˇťź˙ÎĎĐ˙ŃÓÔ˙ĐŇÓ˙ÓÔŐ˙ÎĐŇ˙¤Ź°˙‰˙t|˙ƒˆŠ˙|…Š˙…“˙Ťą´˙×ŘŘ˙îîî˙ďďď˙îîî˙îîî˙ěěě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SnowEnabled = yes ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ;texture used for each snow particle. SnowBoxDimensions = 200 ; width/height of box around camera containing snow. SnowBoxDensity = .9 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ;speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ;speed of side-to-side wave movement. SnowAmplitude = 4.0 ;amount of side-to-side movement. SnowVelocity = 2.5 ;speed at which snow falls SnowPointSize = .35 ;.16 ;scale the size of snow particles. SnowMaxPointSize = 32.0 ; maximum pixel size of point sprite particles (min-spec requires <= 64). SnowMinPointSize = 1.0 ; minimum pixel size of point sprite particles. ;Some video cards can't do hardware accelerated particles. Set this ;setting to "no" in order see what emulation will look like. Use the ;SnowQuadSize setting to make it look similar to PointSprite version. SnowPointSprites = yes ;set to "no" for point-sprite emulation. SnowQuadSize = 0.5 ;scale the size of snow particles when using point-sprite emulation. End Object ChemicalBunker ShroudRevealToAllRange = 100 KindOf = STRUCTURE SELECTABLE IMMOBILE End Object SecretLab RemoveModule ModuleTag_03 ShroudRevealToAllRange = 100 End Object NuclearBunker ShroudRevealToAllRange = 100 End Object Boss_ParticleCannonUplink ShroudRevealToAllRange = 0 End Object Boss_NuclearMissileLauncher ShroudRevealToAllRange = 0 End Object Boss_ScudStorm ShroudRevealToAllRange = 0 End Object Boss_PowerPlant EnergyProduction = 10 END Object AncientSoldierStatue01 Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End Object AncientSoldierStatue02 Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End Object Boss_Bunker AddModule Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade1 UpgradeToGrant = Upgrade_Nationalism ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade2 UpgradeToGrant = Upgrade_GLAArmTheMob ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade3 UpgradeToGrant = Upgrade_GLABuggyAmmo ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade4 UpgradeToGrant = Upgrade_GLAAPRockets ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade5 UpgradeToGrant = Upgrade_ChinaNuclearTanks ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade6 UpgradeToGrant = Upgrade_ChinaUraniumShells ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade7 UpgradeToGrant = Upgrade_ChinaSubliminalMessaging ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade8 UpgradeToGrant = Upgrade_ChinaAircraftArmor ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade9 UpgradeToGrant = Upgrade_ChinaChainGuns ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade10 UpgradeToGrant = Upgrade_ChinaBlackNapalm ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade11 UpgradeToGrant = Upgrade_AmericaChemicalSuits ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade12 UpgradeToGrant = Upgrade_InfantryCaptureBuilding ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade13 UpgradeToGrant = Upgrade_AmericaCompositeArmor ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade14 UpgradeToGrant = Upgrade_AmericaAdvancedTraining ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantUpgradeCreate ModuleTag_Boss_upgrade15 UpgradeToGrant = Upgrade_AmericaCountermeasures ExemptStatus = UNDER_CONSTRUCTION End End End ;---------------------------------------------------------------------------------- ;***************************** Cinematic unit mods ******************************** Locomotor CINE_USAHumveeLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 40 ; in dist/sec TurnRate = 80 ;120 ; in degrees/sec TurnRateDamaged = 80 ;120 ; in degrees/sec Acceleration = 90 ;60 ; in dist/(sec^2) AccelerationDamaged = 80 ;60 ; in dist/(sec^2) Braking = 200 ;60 ; in dist/(sec^2) MinTurnSpeed = 45 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = No AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End Locomotor CINE_TroopCrawlerLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 40 ; in dist/sec TurnRate = 80 ;90 ; in degrees/sec TurnRateDamaged = 80 ;60 ; in degrees/sec Acceleration = 90 ;400 ; in dist/(sec^2) AccelerationDamaged = 80 ;300 ; in dist/(sec^2) Braking = 200 ;50 ; in dist/(sec^2) MinTurnSpeed = 45 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 30 ; How many degrees the front wheels can turn. End Locomotor CINE_QuadCannonLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 40 ; in dist/sec TurnRate = 80 ; in degrees/sec TurnRateDamaged = 80 ; in degrees/sec Acceleration = 90 ; in dist/(sec^2) AccelerationDamaged = 80 ; in dist/(sec^2) Braking = 200 ; in dist/(sec^2) MinTurnSpeed = 45 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ;FOUR_WHEELS AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 6.0 ; Angle limit how far chassis wildip roll deom acceleration. BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success End Locomotor CINE_CrusaderLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 40 ; in dist/sec TurnRate = 80 ;90 ; in degrees/sec TurnRateDamaged = 80 ;60 ; in degrees/sec Acceleration = 90 ;240 ;30 ; in dist/(sec^2) AccelerationDamaged = 80 ;120 ; in dist/(sec^2) Braking = 50 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End Locomotor CINE_BattleMasterLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 40 ; in dist/sec TurnRate = 80 ;90 ; in degrees/sec TurnRateDamaged = 80 ;60 ; in degrees/sec Acceleration = 90 ;240 ; in dist/(sec^2) AccelerationDamaged = 80 ;180 ; in dist/(sec^2) Braking = 50 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End Locomotor CINE_ScorpionLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 40 ; in dist/sec TurnRate = 80 ; in degrees/sec TurnRateDamaged = 80 ; in degrees/sec Acceleration = 90 ; in dist/(sec^2) AccelerationDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 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FC˙$EF˙#GF˙>\W˙Ynh˙z|˙|~˙{}˙Ž“˙†˙~ŠŽ˙y‰˙|‹’˙~“˙xˆ˙s„Œ˙w‡˙{Š“˙ˆ–˙šĄ˙˜ŁŠ˙–Ł¨˙›ŚŤ˙šĽŞ˙˜¤Š˙” Ś˙Ł˙š ˙‹˜Ÿ˙ŒšŸ˙Š—˙‰–œ˙†”š˙„’™˙=sn˙>rn˙=rn˙?jk˙A`f˙A]e˙@`f˙>kj˙=nl˙=rn˙=pm˙;kj˙9gg˙7cd˙6bc˙5_a˙6bc˙7cd˙8ff˙9hg˙;lj˙=pm˙=rn˙=qm˙=rm˙=rn˙=rn˙=qm˙=rm˙=rn˙=rn˙=qm˙=rm˙=rn˙=rn˙=qm˙=rm˙7mf˙,aW˙SG˙H<˙I=˙NA˙OC˙L@˙F=˙E@˙$EF˙'BH˙(?H˙'F˙(>G˙)AI˙(CI˙"ED˙F?˙H>˙!LE˙(PK˙+PL˙:VW˙EY`˙MZf˙FR]˙>IR˙9CK˙5?F˙5?F˙5?F˙5?F˙6?G˙:CL˙6DJ˙-CE˙$DA˙,RP˙4b^˙;ok˙0b\˙$TK˙F;˙&MF˙8SQ˙9RQ˙,NH˙E<˙FA˙ 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ps˙]gi˙V^_˙Zce˙Ybd˙\fi˙`kn˙ftz˙k{ƒ˙m~†˙rƒ‹˙r‚Š˙o€ˆ˙k|…˙}‰˙~Š˙Œ˙}‹˙s€…˙htx˙blo˙blo˙blo˙alo˙alo˙eqt˙iuy˙n}‚˙rˆ˙u…Œ˙r‚ˆ˙r‡˙o~…˙m~‡˙n‡˙q‚‰˙w‡˙v†˙w‡Ž˙v†˙w‡Ž˙v†˙t„Œ˙o€ˆ˙o€‰˙sƒ‹˙x‡Ž˙w‡˙w‡Ž˙w‡Ž˙x‡Ž˙w‡˙{‰˙~‹˙Œ˙}ˆ‹˙s~€˙fpr˙^gi˙Vaf˙LZa˙EU^˙FU^˙IYb˙JZd˙O^h˙Rbk˙Yhp˙[jp˙^lr˙^kq˙^kq˙\io˙\jo˙Xgm˙Uck˙Q_h˙Vdl˙[ip˙_ms˙]kr˙Zhp˙Ven˙Vfo˙Xgo˙]ls˙arz˙cz†˙c„–˙f‹ž˙dŠŸ˙d…•˙d~‹˙av€˙Zmw˙Per˙]pz˙m}†˙rˆ˙h}ˆ˙i„“˙p’¤˙x ľ˙wŸ´˙t™­˙nŸ˙k„’˙s†˙zˆŽ˙~ŠŽ˙z‡‹˙x…Š˙v„‰˙r‚ˆ˙n‡˙k}†˙k|†˙j‹˙o‹š˙s˜Ź˙x¤ş˙wŁş˙x°˙w‘Ÿ˙xŒ•˙v†˙s‚ˆ˙o}ƒ˙htx˙dps˙`kn˙dps˙dps˙gtx˙hu{˙fw€˙bu€˙bu€˙k}‡˙oˆ˙k}†˙ew˙xˆŽ˙w‡Ž˙w‡Ž˙w‡Ž˙ly~˙`kn˙V^_˙W__˙V^_˙Ybd˙]gi˙dpt˙huy˙n}‚˙r‚ˆ˙v†˙rˆ˙r‡˙n~…˙m~‡˙n‡˙q‚‰˙v†˙v†˙w‡Ž˙v†˙w‡˙v†˙x‡Ž˙w‡˙w‡Ž˙w‡Ž˙x‡Ž˙w‡˙w‡Ž˙w‡Ž˙x‡Ž˙w‡˙s„Œ˙p‰˙n~†˙r‡˙vƒ†˙‰Š˙ƒŒ‹˙ltu˙^jn˙Q_e˙O^f˙Rbk˙O`j˙Pbm˙Qcn˙Yir˙^nu˙esz˙dry˙drx˙bpv˙bqw˙^mt˙\lt˙Ufp˙[kt˙_ow˙dsz˙]mv˙Vgr˙Sep˙Wis˙]nw˙aqy˙bry˙cv˙fŒ˙kŽ ˙l—­˙oš°˙q–Š˙j†•˙^u˙Shu˙\p|˙j|†˙r‚Š˙n†’˙n˘˙ržś˙xŁş˙v›Ż˙tŽ˙oƒ˙p€‰˙{ˆŽ˙…‘˙ˆ‘‘˙ˆ‘‘˙Š““˙‡‘˙~ŠŒ˙{‡‹˙u„Š˙r‚Š˙fxƒ˙k€Œ˙oŽŸ˙x ľ˙wŚż˙x¤ť˙w˜Ş˙yš˙w‡Ž˙w‡Ž˙w‡Ž˙tƒ‰˙o~ƒ˙ly~˙o}ƒ˙p~ƒ˙sƒ‰˙l}„˙cv€˙Xly˙Wly˙cv‚˙k|†˙o€ˆ˙j|…˙r†˙s‚ˆ˙p~ƒ˙o}ƒ˙dps˙]fh˙V^_˙W__˙V^_˙V^_˙V^_˙Zcd˙akn˙htx˙p~ƒ˙s‚ˆ˙s‚ˆ˙r‡˙o~…˙o~…˙lz˙o}ƒ˙s‚ˆ˙v†˙w‡Ž˙v†˙v†˙v†˙x‡Ž˙w‡˙w‡Ž˙w‡Ž˙x‡Ž˙w‡˙w‡Ž˙w‡Ž˙x‡Ž˙s„‹˙l~†˙cv€˙`s}˙dv€˙hz‚˙w…Š˙ŒŽ˙ƒ˙lwz˙`lq˙Zho˙Whr˙L_k˙I]j˙H]i˙Tfp˙]nv˙ix˙ix˙ix~˙dt{˙`px˙Wir˙Yjt˙Vhs˙\nx˙\nw˙]ox˙Vit˙Ocp˙K`m˙Rfr˙Znx˙^pz˙Zmv˙Zlv˙^s~˙b~˙gŠœ˙n—Ź˙sœ˛˙p–Ş˙hˆ™˙]xˆ˙^uƒ˙fyƒ˙s‡‘˙w•¤˙x ľ˙w˘ş˙xœ°˙w‘Ÿ˙tˆ’˙q‰˙r€‡˙~‰‹˙‰˙Ž”‘˙Œ’˙“‘˙“‘˙‰Ž˙…Œ˙ŠŒ˙x…‰˙n}„˙n}…˙qˆ”˙x–Ľ˙wŸ´˙xŁş˙wŸ´˙y™Ş˙wŽ™˙x‹”˙rƒŠ˙sƒ‹˙r‚Š˙w‡Ž˙w‡Ž˙xˆ˙w‡Ž˙l}†˙_r}˙Siv˙Tiw˙`t€˙l~‡˙o‰˙k}‡˙r†˙s‚ˆ˙o}ƒ˙o}ƒ˙htx˙dos˙]fh˙Zcd˙V^_˙V^_˙V^_˙Zce˙^hj˙aln˙ept˙ivz˙mz˙ky~˙ly~˙huy˙iuz˙jx}˙o}ƒ˙s‚ˆ˙tƒ‰˙v†˙w‡Ž˙w‡Ž˙x‡Ž˙w‡˙w‡Ž˙w‡Ž˙x‡Ž˙w‡˙w‡Ž˙w‡Ž˙x‡Ž˙pŠ˙ew‚˙Xmy˙Siv˙Xly˙\q~˙iz„˙s‚Š˙}‰Ž˙{‰˙u„Š˙ew€˙Zoz˙Ndr˙Ndr˙Qer˙\nx˙gx€˙n~…˙n~…˙k|„˙dv˙`r}˙_r|˙dt|˙apw˙bry˙ar{˙]q|˙Vkx˙Oet˙Oer˙[oz˙`s~˙at˙Tiu˙Rgt˙Vkx˙[r˙^y‰˙gˆ™˙n•Ş˙tł˙q›ą˙l˘˙h…”˙lŒ˙t‹—˙w™Ş˙x¤ť˙wŸ´˙t’˘˙s†˙w†Œ˙|‰˙…Ž˙Œ”’˙”™—˙’—•˙’˜–˙‘˜•˙’—•˙Ž”‘˙‹‘Ž˙ˆ˙†Ž˙|‡ˆ˙|‡Š˙x‰˙{š˙v”Ł˙wœŻ˙w ľ˙yĄś˙w™Ş˙x–Ľ˙rŠ–˙o„Ž˙j|†˙l}‡˙p€‰˙u…Œ˙w‡Ž˙o‰˙bv˙Wlx˙Wlx˙cw˙k}†˙k}‡˙dxƒ˙r€…˙s‚ˆ˙p}ƒ˙o}ƒ˙ly~˙ly~˙iuy˙akn˙Zbd˙V^_˙V^_˙W^_˙V^_˙V^_˙Zcd˙^hj˙akn˙`kn˙`jm˙\fi˙]fi˙`kn˙huy˙o}ƒ˙t‚‰˙w†˙w‡Ž˙w‡Ž˙x‡Ž˙w†˙w‡Ž˙w‡Ž˙x‡Ž˙w†˙w‡Ž˙w‡Ž˙x‡Ž˙l}‡˙`s~˙Rgt˙Oes˙Qft˙Tiw˙Yn{˙_s~˙j|…˙r‚‰˙w‡Ž˙j{„˙[nz˙Ndq˙Oes˙Vkw˙at~˙n†˙sƒŠ˙sƒŠ˙o€ˆ˙hz„˙_s~˙^r}˙^ov˙dqw˙erx˙gx˙cu€˙`s~˙^q}˙]p|˙dv€˙ew˙fx‚˙]q|˙Wkw˙Shu˙Oes˙Shu˙Yq~˙fƒ’˙q“Ľ˙vŸ´˙sœ˛˙o•Š˙nŽž˙s•§˙w ľ˙x§Ŕ˙wœŻ˙o‹™˙n€ˆ˙tƒŠ˙Œ˙Š‘˙•’˙•›˜˙–œ™˙“š—˙“š—˙–œ™˙’˜–˙Ž•’˙”‘˙“˙Š‘Ž˙ˆŽ˙…˙„‘˙€•˙}• ˙zšŞ˙x ľ˙vŸ´˙wŸľ˙q“Ś˙nž˙j‚˙g}‰˙gyƒ˙j|…˙r‚‰˙r‚Š˙i{„˙at˙bu€˙k}†˙k|…˙at˙Vkw˙x†‹˙x†Œ˙w‡Ž˙w‡Ž˙x‡Ž˙w†˙s‚ˆ˙iuy˙blo˙Zcd˙Zcd˙W^_˙V^_˙V^_˙V^_˙W^_˙V^_˙V^^˙V^^˙V^_˙]fi˙dps˙ly~˙p~ƒ˙t‚‰˙v†˙w†˙w†˙w‡Ž˙w†˙w†˙w†˙w‡Ž˙w†˙w†˙v†˙w†˙l}†˙`s~˙Rgt˙Oes˙Qft˙Tiw˙Ujw˙[oz˙fx˙r‚‰˙w‡Ž˙n‡˙ew˙Ymy˙Ynz˙bu€˙m~‡˙t„‹˙u…Œ˙u…Œ˙q‰˙m~‡˙dw˙h{„˙eu{˙gsw˙gtx˙o}‚˙r‚‹˙nˆ˙k|†˙j|…˙n‡˙nˆ˙l{ƒ˙gx˙bt}˙^q}˙Ujw˙Pfs˙Uju˙bx„˙r‰•˙w•¤˙y°˙wŸ´˙vŸ´˙vŸ´˙wŁş˙x§Ŕ˙wœŻ˙j‡–˙j|…˙p…˙ƒŒ˙‹’˙—”˙•›™˙–œ™˙—š˙œ˘Ÿ˙šŸ˙•œš˙“šš˙‘™˜˙’™—˙”‘˙Œ’˙‰‘˙ˆ˙„ŽŽ˙€Ž’˙|˜˙y•Ł˙v˜Š˙vŸ´˙vž´˙sœ˛˙o‘Ľ˙g„•˙f|ˆ˙j|…˙r‚‰˙w†˙sƒ‹˙o€‰˙n€ˆ˙sƒ‹˙n‡˙bt˙Vkw˙‹˙~‰‹˙{ˆ˙˙ŽŽ˙w†˙w†˙w‡Ž˙ly~˙hty˙]gi˙^gi˙W^_˙V^_˙V^_˙V^_˙â}}˙Ňtt˙Ájj˙Ęoo˙Ďqq˙]fi˙blo˙iuz˙ly~˙p~ƒ˙r‡˙s‚ˆ˙w†˙w‡Ž˙w†˙w†˙w†˙w‡Ž˙w†˙w†˙v†˙w†˙l}†˙`s~˙Vjw˙Xlw˙Zmy˙Ymy˙Ymz˙_r}˙j{„˙r‚‰˙w‡Ž˙r‚Š˙n~†˙ew€˙fx‚˙i|„˙q‚Š˙u…Œ˙v†˙u…Œ˙v…Œ˙u…Œ˙l}…˙l~†˙iz‚˙o}‚˙ly~˙p~ƒ˙t‚‰˙s‚ˆ˙sˆ˙rˆ˙v†˙r‡˙p}ƒ˙o}ƒ˙o~…˙k|…˙bu˙\pz˙_r|˙hy˙r‚Š˙wŠ“˙w‘ž˙v—Š˙vŸ´˙vŁş˙x§Ŕ˙x§Ŕ˙wœŻ˙nŠ˜˙n‡˙tƒˆ˙ƒŒ˙Œ’˙‘—•˙–œš˙–œš˙—š˙—œ˙™  ˙“ž˙’Ÿ˙™›˙—™˙‹““˙Œ”’˙•’˙–“˙“˙‡Ž˙ƒ˙•˙}‘™˙y•˘˙v›­˙wŁş˙wŁş˙s™­˙nŽž˙o‹™˙sŠ•˙x‹“˙w‡Ž˙x‡Ž˙w†˙w‡Ž˙rƒŠ˙fw˙]p{˙’™˜˙‹“’˙‚Ž˙˙ŽŽ˙}Š˙z‰Ž˙w‡Ž˙p~„˙p~ƒ˙iuy˙ity˙^gj˙Zbd˙V^^˙Űyy˙Éoo˙źhh˙şff˙Ćll˙Đrr˙_hj˙alo˙iuy˙ly~˙p}ƒ˙r‡˙o}ƒ˙o}ƒ˙o}ƒ˙r‡˙v†˙v†˙w‡Ž˙w†˙w†˙v†˙w†˙p€‰˙hyƒ˙cu€˙fx˙gyƒ˙ew‚˙ew‚˙l}†˙sƒ‹˙w†˙w‡Ž˙w†˙w‡Ž˙s„‹˙s„‹˙rƒ‹˙v†˙v…Œ˙w†˙v†˙w†˙u…Œ˙q‚‰˙q‚‰˙sƒŠ˙p~ƒ˙iuy˙ept˙hty˙htx˙htx˙huy˙ly~˙hty˙hty˙ly~˙p~ƒ˙p†˙l|ƒ˙j|…˙n‡˙r‚‰˙sƒ‹˙rƒ‹˙s‡‘˙wŽ™˙x•¤˙wœŻ˙x¤ş˙x§Ŕ˙vŸ´˙r”Ś˙q‰•˙vˆ˙€ŠŒ˙ˆŽ˙Ž•’˙’™–˙”š—˙•›˜˙“šš˙’›˙›Ÿ˙“žŁ˙šŸ˙„‘–˙€Œ˙„‘˙Ž––˙‘˜—˙–”˙”‘˙”’˙•”˙ˆ‘‘˙‚“˙–ž˙~Ť˙zž°˙xœ°˙wœ°˙x°˙v˜Š˙v”Ł˙v™˙wŠ“˙w†˙w†˙v†˙nˆ˙j|…˙žŁĄ˙™žœ˙—•˙‡˙€‹Œ˙{‡‹˙x†Œ˙tƒ‰˙tƒ‰˙p~„˙p~„˙grv˙^hj˙â}}˙Ęoo˙łbb˙Ľ[[˙Ş]]˙ťff˙S[\˙Zbd˙Zcd˙^gi˙fqt˙ly~˙o}‚˙kx}˙kx}˙n|‚˙q€†˙w†˙v†˙w†˙w†˙w†˙w†˙w†˙sƒ‹˙oˆ˙o€‰˙tƒ‹˙sƒ‹˙p€‰˙p€Š˙sƒ‹˙w†˙w†˙w‡Ž˙w†˙w‡Ž˙w†˙w‡Ž˙w‡Ž˙x‡Ž˙w†˙w†˙v†˙w†˙r‡˙r‡˙s‚ˆ˙t‚‰˙ly~˙bln˙]gi˙]gi˙]gi˙^gi˙]gi˙akn˙]gi˙aln˙eps˙ly~˙o}‚˙s‚ˆ˙w‡Ž˙x‡Ž˙w†˙sƒ‹˙m‡˙j|„˙n~‡˙s‡‘˙x’Ÿ˙xšŤ˙x ľ˙wŸ´˙vŸ´˙v”Ł˙z™˙ŠŒ˙†Ž˙Œ“˙—”˙‘—•˙’™–˙˜˜˙‹—š˙†”›˙Œ™ ˙œ˘˙ˆ–˙ƒ‘—˙ˆ”™˙“œŸ˙•ž˙”œ›˙’™—˙‘˜•˙‘˜•˙Ž•’˙‰‘˙„‘’˙€’—˙}“œ˙z•˘˙x™Š˙xĄś˙wŸ´˙vŸ´˙v—¨˙w•¤˙w˜˙wŠ“˙v†˙sƒ‹˙qŠ˙œ¤¤˙šĄĄ˙—žœ˙”š˜˙Ž•“˙„˙~‰Œ˙zˆ˙z‰˙w†˙u„Š˙jw{˙ä~~˙Ňtt˙¸ee˙ĄYY˙œVV˙§\\˙V^^˙W^_˙V^_˙V^_˙Zcd˙blo˙iuy˙ly}˙kx|˙kx}˙o}‚˙r‡˙w†˙v†˙w†˙w†˙w†˙w†˙w†˙v†˙w†˙w†˙w†˙v†˙v†˙v†˙v†˙w†˙v†˙w†˙v†˙w‡Ž˙v†˙w†˙w†˙x‡Ž˙w†˙w‡Ž˙w†˙w†˙s‚ˆ˙s‚ˆ˙t‚‰˙p~ƒ˙eps˙Zcd˙W^_˙V^_˙V^_˙V^_˙W^_˙V^_˙V^_˙Zcd˙^hj˙alo˙dos˙huy˙mz˙q~„˙s‚ˆ˙r‚Š˙m‡˙i{„˙m~†˙sƒŠ˙wŠ“˙wŽ™˙w”Ł˙všŽ˙v˘ş˙vŸľ˙x™Ş˙{˜˙ƒ‘”˙‹“‘˙–“˙—”˙’˜–˙‘™˜˙™›˙Š—œ˙Š—˙Œ™ ˙šĄ˙‰—ž˙‹™Ÿ˙Ž› ˙ŽšŸ˙›˙‘›œ˙”œ›˙“š˜˙’˜–˙–“˙Ž”’˙‹’˙„ŒŒ˙‘˙’˜˙~™Ś˙yšŞ˙vŸ´˙vŸ´˙x ľ˙w˜Ş˙x•Ľ˙x’Ÿ˙y“ ˙x’Ÿ˙™˘Ľ˙˜Ą¤˙—ŸĄ˙—Ÿž˙–œ›˙—•˙‰’‘˙ƒŽ˙€Œ˙w…Š˙n{€˙doq˙Ővv˙Ćmm˙´cc˙¨\\˙¤ZZ˙Ybd˙U]^˙W^_˙V^_˙V^_˙V^_˙Zcd˙^gi˙`kn˙htx˙p~ƒ˙s‚ˆ˙s‚ˆ˙s‚ˆ˙v†˙w†˙w†˙w†˙w†˙x‡Ž˙w†˙w†˙v†˙v†˙u…Œ˙v…Œ˙v†˙v†˙w†˙v†Œ˙w†˙v†˙w‡Ž˙v†˙w†˙v†˙w‡Ž˙w†˙w†˙rˆ˙o|‚˙kx|˙o}ƒ˙p~ƒ˙htx˙]gh˙V^_˙W^_˙V^_˙V^_˙V^_˙W^_˙V^_˙V^_˙V^_˙W^_˙Zbd˙]gi˙ept˙iuz˙q~„˙rˆ˙w†˙r‚Š˙n~‡˙m~†˙r‚Š˙v†˙w†˙wŠ“˙w‘ž˙x˜Ş˙wœŻ˙x°˙x˜¨˙|“˙„‘”˙Œ“’˙•“˙—”˙“š˜˙’šš˙Ž˜š˙™˙˘˙“ŸĽ˙” Ś˙”ĄŚ˙’ŸĽ˙šĄ˙Š—ž˙‹—œ˙šœ˙’›œ˙‘™™˙–•˙‘˜•˙’˜•˙Ž”’˙‹’‘˙‰’‘˙†“–˙‚•›˙™Ľ˙|›Ş˙{ž°˙w›Ż˙wœŻ˙vœŻ˙x°˙xŻ˙™¤Š˙˜Ł§˙˜˘Ś˙šŁĽ˙›¤Ľ˙™ Ÿ˙”›™˙”“˙…Ž˙u€‚˙gqt˙Üyy˙Îqq˙Ŕii˙ąaa˙bnr˙gsv˙alo˙[ce˙W^_˙V^_˙V^_˙V^^˙W^_˙V^_˙Ybd˙akn˙htx˙ly~˙o}‚˙r‡˙u…Œ˙w†˙v†˙w†˙w†˙w†˙v…Œ˙v†˙v†˙w†˙v…Œ˙v†Œ˙v†˙w‡Ž˙w‡Ž˙v†˙v†˙v†˙w†˙v†˙w†˙v†˙w†˙w†˙w†˙r‡˙o|‚˙n|˙s‚ˆ˙s‚ˆ˙htx˙]gh˙V^_˙W^_˙V^_˙Ybd˙^gi˙^hj˙Zcd˙Ybd˙^gi˙alo˙alo˙aln˙alo˙ako˙iuy˙p}ƒ˙w†˙v†˙w†˙v†˙v†˙v†˙r‚Š˙n‡˙jŠ˙pˆ”˙t–¨˙y ľ˙v˘ş˙yŻ˙– ˙ˆ•—˙Œ“‘˙Ž”’˙‘—”˙•›˜˙•œš˙“›œ˙’œž˙“ž˘˙‘Ł˙”ĄŚ˙’ Ś˙‘žĽ˙Ž›˘˙œ˘˙œĄ˙’Ą˙™›˙’šš˙•›š˙—š˙”š˜˙‘˜•˙’˜–˙—–˙‰‘‘˙‚’˙‘—˙|“›˙y” ˙y˜§˙xœŽ˙x°˙xŻ˙™¤Ş˙˜ŁŠ˙–˘¨˙—Ł§˙˜Ł§˙šŁĽ˙š˘˘˙šĄŸ˙•›š˙‚Š‰˙jrs˙Řww˙Îqq˙alp˙jvz˙r€…˙r€†˙o{€˙fqt˙`km˙]fh˙Ybc˙V^_˙W^_˙V^_˙V^_˙Zcd˙akn˙ity˙kx}˙ly~˙o}ƒ˙s‚ˆ˙v†˙w†˙v†˙w†˙v…Œ˙v†˙v†˙w†˙v†˙v†˙v†˙w†˙x‡Ž˙sƒ‹˙o€‰˙k|†˙k|†˙nˆ˙r‚Š˙v†˙w†˙w†˙w†˙r‡˙o|‚˙o}‚˙s‚ˆ˙s‚ˆ˙htx˙`km˙]fh˙]gi˙]gi˙`kn˙huy˙htx˙`kn˙`km˙dps˙ly~˙ly~˙kx}˙kx}˙kx}˙lx}˙o}‚˙s‚ˆ˙v†˙w†˙v†˙v†˙q‚Š˙i{„˙dw˙fy‚˙o€‰˙s‹–˙x™Ş˙v˘š˙w˘ş˙x™Š˙}‘™˙‚Œ˙ˆŽ˙–“˙•›˜˙•›™˙”›š˙•œ˙•ž ˙œ ˙Ž›˘˙ŒšĄ˙‘ž¤˙‘ž¤˙•Ą§˙‘ž¤˙Ł˙‰–˙˜˙‘›˙–ž˙–œ›˙–œš˙—›˙˜ž›˙“™–˙–“˙Š‘˙†Ž˙Œ˙‘—˙~•ž˙€— ˙€— ˙šĽŞ˙™¤Š˙—Ł¨˙—Ł¨˙—˘¨˙—˘Ś˙˜˘Ľ˙™˘¤˙šĄĄ˙–•˙†„˙pxw˙r{|˙wƒ†˙x†‹˙y‰˙z‰˙v„Š˙r€…˙htx˙akn˙Ybc˙V^_˙W^_˙V^_˙V^_˙V^_˙Zbd˙eos˙kx}˙p~„˙o}ƒ˙t‚‰˙w†˙w†˙r‚‰˙r‚‰˙r‚‰˙w†˙w†˙x‡Ž˙w†˙v†˙v†˙v†˙w†˙oˆ˙gyƒ˙]q|˙\p|˙at~˙ex˙hzƒ˙m~†˙r‚‰˙w‡Ž˙v†˙w†˙v†˙w‡Ž˙v†˙o}‚˙kx}˙htw˙htx˙eps˙dps˙ly~˙p~ƒ˙ly~˙jx|˙ky}˙s‚ˆ˙s‚ˆ˙v†˙s‚ˆ˙o}ƒ˙lx}˙n|‚˙s‚ˆ˙v†˙w†˙v†˙w†˙q‚Š˙h{„˙dw˙fy‚˙o€‰˙s‡‘˙x’Ÿ˙v›Ž˙wŁş˙vž´˙x•Ł˙zŠ˙‚ŒŒ˙‹“‘˙’™–˙“™—˙•›™˙™Ÿœ˙šĄĄ˙•ŸĄ˙œĄ˙‡•˙Š—Ÿ˙Žœ˘˙—ŁŠ˙—ŁŠ˙“ Ś˙Š˜Ÿ˙™ ˙› ˙“Ÿ˙“œž˙”œ˙•˙˜Ÿ˙•œ™˙’˜•˙‘—•˙‘—”˙”‘˙‰‘˙‰‘˙Š““˙Š““˙šĽŞ˙™ĽŞ˙™ĽŞ˙™ĽŞ˙™ĽŞ˙™ĽŞ˙›ŚŞ˙ž¨Ť˙˘ŞŹ˙ĽŚ˙•œœ˙••˙…ŽŽ˙ŒŽ˙}‰Œ˙{‰˙zˆŽ˙x‡Ž˙w‡Ž˙s‚ˆ˙ly~˙cor˙akn˙alo˙^gi˙Zcd˙V^_˙^gi˙htx˙kz€˙hw~˙hx˙p†˙w†˙r‚Š˙m~†˙i{ƒ˙m~†˙sƒŠ˙v†˙w†˙v†˙v†˙v†˙q‚‰˙r‚Š˙j{„˙cv€˙Ujv˙Oer˙Tiu˙Ynz˙\pz˙dv˙m}…˙w†˙v†˙w†˙v†˙v†˙v†˙sˆ˙r‡˙r‡˙s‚‰˙p~„˙kx}˙o}ƒ˙s‚ˆ˙s‚ˆ˙o}‚˙ly}˙n|‚˙s‚ˆ˙v†˙w‡Ž˙w†˙s‚ˆ˙sˆ˙s‚ˆ˙v†˙w†˙w†˙v†˙q‚Š˙mˆ˙nˆ˙sƒ‹˙w‡Ž˙w‡Ž˙x‹”˙vž˙w›Ż˙vž´˙xœŻ˙x‘˙”˙ˆ‘’˙‘˜–˙’˜•˙“™—˙–œ™˙˜Ÿž˙–žŸ˙šž˙Š—˙‡•œ˙‡–˙“ Ś˙˜¤Ş˙™¤Ş˙•Ą¨˙“ §˙” §˙—Ł§˙”ŸŁ˙”ž˘˙— Ł˙šŁ¤˙˜Ÿž˙•›š˙—š˙—š˙•œ™˙—”˙–“˙–“˙Ž”‘˙™¤Š˙™¤Š˙šŚŤ˙›ŚŹ˙›ŚŹ˙šŚŤ˙šŚŤ˙›§Ź˙›§Ť˙›ŚŞ˙Ś¨˙˜˘Ł˙”œœ˙–•˙ˆ˙„Ž˙€Œ˙|‰Ž˙y‡˙s‚‰˙p~„˙ky~˙ly~˙ly˙hty˙dps˙aln˙ept˙hu{˙hy˙gzƒ˙h{„˙p‰˙s„‹˙r‚Š˙m‡˙i{„˙m~‡˙rƒ‹˙w‡Ž˙w†Ž˙v†˙v†˙w‡Ž˙o€ˆ˙p€ˆ˙gy‚˙bv€˙Vkv˙Qgs˙Rgs˙Rhu˙Sht˙Zny˙fx˙sƒ‹˙w‡Ž˙w‡Ž˙v†˙u…Œ˙v†˙v†˙u†˙v†˙w‡Ž˙s‚‰˙o}ƒ˙o~ƒ˙sƒ‰˙w†Ž˙rˆ˙jy˙hx~˙iy‚˙l}†˙o€‰˙p‰˙p‰˙l}†˙o€‰˙sƒŒ˙w‡Ž˙v†˙v†˙w‡Ž˙w‡˙v‡Ž˙w‡Ž˙w‡Ž˙w‡˙w‡Ž˙v‰“˙vž˙v›Ž˙wŸ´˙v›Ž˙z“Ÿ˙ƒ’—˙‹”“˙—”˙’˜–˙•œ™˙–œš˙–œ˙—Ÿ ˙“Ą˙œĄ˙Œš ˙‘žĽ˙™ĽŤ˙œ§­˙›§Ź˙œ§Ź˙›§Ź˙šŚŤ˙’ŸĽ˙‘ž¤˙‘ž¤˙—˘Ś˙“ ˙šœ˙‘šœ˙“››˙“š™˙”š˜˙•›™˙’™—˙‘˜•˙šŚŤ˙šĽŞ˙šŚŤ˙›§­˙›§Ź˙›§Ź˙šŚŤ˙šŚŤ˙šŚŤ˙™ĽŞ˙˜Ł¨˙–ĄĽ˙•ŸĄ˙•žž˙–›˙•œš˙Ž–•˙…‘˙}ŠŽ˙yˆŽ˙˙ŽŽ˙˙˙˙ŽŽ˙w‡Ž˙p~„˙ly~˙cpu˙gv}˙bs|˙bu˙^r}˙_s}˙fy‚˙o€‡˙sƒ‹˙sƒ‹˙n€ˆ˙rƒ‹˙sƒ‹˙w‡Ž˙w‡Ž˙v†˙v†˙v†Ž˙j{„˙j{„˙bt~˙bv€˙Vkv˙Qgs˙Rgs˙Rhu˙Sht˙Vjv˙bt~˙oˆ˙r‚Š˙r‚Š˙q‚‰˙v†˙v†Ž˙v†˙u…Œ˙v†˙w‡Ž˙w‡Ž˙v†˙w‡Ž˙sƒ‹˙n~‡˙fv~˙cu}˙`r{˙_s}˙_r|˙bu€˙cv€˙cv€˙_r|˙bu€˙fy‚˙nˆ˙r‚Š˙w†Ž˙w‡Ž˙w‡˙v‡Ž˙v†˙w‡Ž˙w‡˙w‡Ž˙w‡Ž˙wŠ“˙w‘ž˙w›Ż˙užł˙u›Ž˙{“Ÿ˙‚‘•˙Š’˙–“˙”š—˙”›˜˙–œš˙™Ÿž˙šŁŁ˙™ŁŚ˙‘žŁ˙‘ž¤˙•˘¨˙™ĽŞ˙™ĽŞ˙šŚŤ˙›§­˙œ¨­˙’ŸŚ˙ŽœŁ˙Œ›˘˙”Ą§˙œ˘˙ŽšŸ˙Œ—œ˙š˙š›˙“›š˙˜Ÿž˙˜ž›˙•œš˙šĽŞ˙šĽŞ˙šŚŤ˙›§Ź˙›§Ź˙›§Ź˙›ŚŹ˙šŚŹ˙šŚŤ˙™ĽŞ˙˜¤Ş˙—ŁŠ˙—˘§˙˜˘Ľ˙œ¤Ľ˙¤Ł˙—ž˙•”˙‚Œ˙˙ŽŽ˙˙ŽŽ˙˙˙w‡Ž˙w‡˙tƒ‰˙s‚ˆ˙n†˙i{„˙\p{˙Ymy˙Zoz˙Znz˙]q{˙bu˙k}†˙o‰˙sƒ‹˙w‡Ž˙w‡Ž˙w‡Ž˙w‡Ž˙v†˙v†˙rƒŠ˙fx˙at~˙Zny˙[o{˙Sht˙Qgs˙Rgs˙Rhu˙Sht˙Qgs˙]p{˙fx‚˙m‡˙n~‡˙q‚‰˙v†˙v†Ž˙v†˙u†˙v†˙w‡Ž˙w‡Ž˙v†˙sƒ‹˙i{„˙`s}˙`s}˙]r|˙Zny˙Qgs˙Rgs˙Vkx˙Vkw˙Ujv˙Vjv˙^r}˙at˙ew˙ex˙k}†˙j|…˙i{„˙hzƒ˙m~‡˙sƒ‹˙w‡˙w‡Ž˙w‡Ž˙w‡Ž˙wŠ”˙w‘Ÿ˙ušŽ˙už´˙y°˙€—Ą˙ˆ•—˙•“˙’™–˙“™—˙•›™˙—›˙šĄ ˙˜ Ą˙”žĄ˙• Ľ˙˜¤¨˙•Ą§˙‘žĽ˙”Ą§˙™ĽŤ˙¨­˙–˘¨˙‘žĽ˙ŽœŁ˙’ Ś˙‹™ ˙›˘˙ŒšĄ˙“Ÿ¤˙’Ą˙– ˘˙šŁ¤˙›˘˘˙˜Ÿž˙›ŚŤ˙›ŚŤ˙šŚŤ˙šŚŹ˙šŚŹ˙šŚŤ˙›ŚŹ˙›§Ź˙›ŚŹ˙šŚŤ˙šŚŤ˙™ĽŤ˙™ĽŞ˙™ĽŠ˙›ĽŠ˙ž§Š˙œĽŚ˙˜  ˙‘™™˙Š““˙€Š˙Š˙‹˙~‹˙w…Š˙s‚‰˙o†˙i{„˙`s~˙]p{˙Zoz˙Vkw˙Vkv˙_r|˙gyƒ˙o‰˙sƒ‹˙sƒ‹˙o€‰˙m~‡˙m~‡˙l}†˙j|…˙gyƒ˙^q|˙Zny˙Wkv˙Wlx˙Sht˙Qgs˙Rgs˙Rhu˙Sht˙Ujv˙]pz˙ew˙i{„˙m~†˙q‰˙v…˙sƒ‹˙sƒ‹˙o€ˆ˙o€‰˙m~‡˙m~‡˙l}†˙gyƒ˙_q|˙Vjv˙Zmx˙]q|˙at~˙\pz˙Ymx˙Znz˙Yny˙Xlx˙Ylx˙Zo{˙]q|˙]q|˙^q|˙cv€˙fyƒ˙fx‚˙bt˙bu˙k|†˙s„Œ˙w‡Ž˙w‡Ž˙w‡Ž˙w‡˙wŠ”˙už˙v›Ž˙vŸ´˙yŻ˙}”ž˙†“–˙”“˙‘—•˙“™—˙•›™˙š ž˙˜Ÿž˙˜ Ÿ˙™ĄŁ˙š¤§˙’ŸĽ˙ŒšĄ˙›˘˙–ŁŠ˙›§Ź˙™ĽŤ˙–˘¨˙’ŸŚ˙“ §˙ŽœŁ˙›˘˙Š˜ ˙‘ž¤˙‘ž¤˙•ĄĽ˙–ĄĽ˙– Ł˙’œŸ˙šĽŞ˙šĽŞ˙šĽŤ˙šŚŤ˙šŚŤ˙šŚŤ˙›ŚŹ˙œ§­˙œ¨­˙›§Ź˙šŚŤ˙šŚŤ˙šŚŤ˙™ĽŤ˙šĽŤ˙šĽŞ˙™¤¨˙™ŁĽ˙™ĄĄ˙˜Ÿž˙“š˜˙Œ”“˙‰’’˙…‘˙€‘˙z‰Ž˙w‡Ž˙rƒ‹˙nˆ˙bu€˙[o{˙Sht˙Qgs˙Vkv˙_r}˙l}†˙nˆ˙j|…˙bv€˙_s~˙_s}˙cu˙fx‚˙gyƒ˙cv€˙[oz˙Wlw˙Rhu˙Sht˙Qgs˙Vjv˙Vlx˙Vkw˙Zny˙at~˙i{„˙mˆ˙q‚Š˙q‚‰˙l~‡˙k}†˙j|…˙gy‚˙gyƒ˙i{„˙iz„˙dv€˙Zoz˙Vkv˙Xlw˙gw˙q€†˙v„‰˙r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;-----Set Tech Tree(Buildings)----- ;---------------------------------- ;[None yet] ;------------------------------------------ ;-----Set Tech Tree(Infantry/Vehicles)----- ;------------------------------------------ ;[None yet] ;------------------------------------------ ;-----------Set Object Overrides----------- ;------------------------------------------ SpecialPower SuperweaponNeutronMissile ReloadTime = 720000 ; in milliseconds. min is 2x door/open close time! 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mi˙;b[˙;b[˙4ZQ˙5]T˙7`V˙:f[˙>˙r>>˙vAA˙zCC˙zCC˙r??˙i::˙e88˙e88˙e88˙e88˙g99˙l;;˙p==˙s??˙o==˙k::˙i::˙q>>˙r>>˙p==˙ihb˙ywp˙u@@˙zCC˙zCC˙xBB˙vAA˙yBB˙FF˙``^˙x|~˙t||˙g}y˙Z~u˙T~s˙R}r˙Tv˙P„w˙Xˆ|˙Xˆ|˙Xˆ|˙Q„w˙Wv˙aw˙p€~˙w€˙~v˙„HH˙€FF˙vAA˙r>>˙m<<˙k;;˙5[Q˙5[Q˙5^S˙7`V˙9cY˙:f[˙:f[˙h`˙Bkf˙Jsq˙Ckf˙;c\˙4[Q˙6^T˙7`V˙8cY˙8cY˙9cY˙7`V˙7`V˙7`V˙7`V˙5^T˙3[Q˙4[Q˙4[Q˙5^T˙7`V˙7`V˙7`V˙8cY˙;i^˙?oc˙Aqf˙@qf˙;i^˙7`V˙4[Q˙4[Q˙;c\˙;c[˙;c[˙4[Q˙5^T˙:f[˙?nc˙Bti˙Bti˙@qf˙>˙r>>˙n<<˙q>>˙q>>˙r??˙t??˙vAA˙wAA˙xBB˙yBB˙yBB˙v@@˙Z]^˙p}{˙k…˙W‚w˙P„w˙R‡z˙R‡z˙R‡z˙R‡z˙Q‡z˙R„w˙^ƒy˙m|˙{‚‚˙‚ƒ˙‰‡˙}DD˙xBB˙m<<˙l;;˙k::˙k;;˙9\R˙9\Q˙6[Q˙5[Q˙4ZQ˙7`V˙8cX˙=k`˙:f[˙8cX˙8cX˙=k`˙?nc˙Ame˙Dmh˙Jsq˙Ckf˙;c[˙;b[˙Bjf˙Bjf˙;b[˙3ZQ˙4ZQ˙4ZQ˙4ZP˙7`V˙7`V˙7`V˙4ZP˙3ZQ˙5]S˙7`V˙8cX˙8cX˙:f[˙=k`˙@qf˙Bth˙Bth˙@qf˙;h^˙=h`˙Bje˙Irp˙Pz{˙Pzz˙Irp˙;b[˙4ZQ˙9cX˙=k`˙Bth˙Bth˙Bth˙?nc˙:f[˙5]S˙4ZP˙5[Q˙Nnj˙Zoq˙u‡˙z˜˙w“Ÿ˙oœ˙OO˙ŠLL˙FF˙zCC˙wAA˙t??˙q>>˙q>>˙r??˙t??˙t??˙vAA˙vAA˙t??˙o==˙k;;˙i::˙g99˙f88˙e88˙e88˙e88˙e88˙e88˙e88˙e88˙l;;˙q>>˙u@@˙r??˙o==˙k;;˙k::˙n<<˙r??˙t@@˙XSH˙wAA˙t@@˙vAA˙]_a˙|‚‚˙r‡‚˙\ƒy˙R‡z˙TŠ}˙VŽ€˙T‹}˙TŠ}˙Q„w˙S‚t˙b€w˙sƒ˙‚„†˙‚„†˙„‚z˙}DD˙t??˙i99˙g99˙i::˙k;;˙EZT˙AZR˙=]T˙7\R˙4ZQ˙5]S˙7`V˙:f[˙8cY˙7`V˙8cX˙=k`˙?nc˙;h^˙>h`˙Dni˙Ckf˙;c[˙;b[˙Irp˙Pzz˙Pzz˙Bje˙;b[˙4ZQ˙4ZP˙7`V˙7`V˙7`V˙4ZP˙3ZQ˙7`V˙:f[˙=k`˙=k`˙=l`˙?nc˙?nc˙?nc˙Dsk˙Cph˙@kc˙>˙p==˙o==˙p==˙r>>˙r??˙t@@˙t@@˙t@@˙s??˙r??˙o==˙k;;˙g99˙f88˙e88˙e88˙e88˙e88˙e88˙e88˙k::˙p==˙t??˙t??˙p==˙n<<˙j::˙l;;˙m<<˙n<<˙ˆ‚v˙~{˙VXY˙t@@˙wAA˙a`^˙sƒ€˙bƒ{˙S‡z˙TŠ}˙VŽ€˙R‡z˙Pƒw˙P~q˙Ws˙h€y˙w‚˙€ƒ„˙}€˙„HH˙€FF˙vAA˙n<<˙i::˙i::˙k;;˙t‚˙e|t˙E_W˙<]S˙7[Q˙6[Q˙3ZQ˙5]S˙5]S˙5]S˙8cX˙=k`˙@qf˙=k`˙:f[˙7`V˙5]S˙4ZP˙Bjf˙Xƒ…˙_‹˙W‚…˙Irp˙Bjf˙;b[˙4ZP˙7`V˙7`V˙7`V˙4ZP˙3ZQ˙8cY˙=k`˙Bth˙Bth˙@qf˙?nc˙;h^˙:f[˙Gsn˙Fpk˙Dmh˙:b[˙Bje˙Irp˙Irp˙Pzz˙Hrp˙Bje˙4ZQ˙5]S˙:f[˙?nc˙Bth˙@qf˙=k`˙9cX˙5]S˙Jni˙_˙€Ľ˙‚œŚ˙|• ˙w“Ÿ˙g‡’˙OO˙‹LL˙„HH˙}DD˙vAA˙s??˙q>>˙q>>˙o==˙n<<˙n<<˙o==˙q>>˙r>>˙t??˙vAA˙wAA˙u@@˙q>>˙m<<˙l;;˙k;;˙k;;˙k::˙i99˙g88˙e88˙h99˙k;;˙n<<˙q>>˙p==˙q>>˙n<<˙o==˙m<<˙l;;˙i::˙‹†y˙{{x˙t@@˙xBB˙IHD˙jzv˙]|t˙Q€s˙Pƒv˙VŽ€˙TŠ}˙R‡z˙Rr˙^€v˙o|˙{‚‚˙‚„†˙~€‚˙‡JJ˙†II˙}DD˙t??˙m<<˙k::˙l;;˙„†ˆ˙t‚~˙H]V˙>_T˙:]R˙:]R˙7\Q˙8\R˙8\R˙7\Q˙8`V˙;h^˙?nc˙?nc˙;h^˙8cY˙5]S˙4ZP˙;b[˙Jsq˙Q{{˙Pz{˙Pz{˙Jrp˙Cjf˙4ZP˙5]S˙5]S˙5]S˙4ZP˙3ZQ˙8cY˙=k`˙Bth˙Bth˙@qf˙?nc˙:f[˙7`V˙Bkf˙Ckf˙Bkf˙3ZP˙3ZQ˙4ZQ˙4ZQ˙;b[˙;b[˙;b[˙5]S˙7`V˙;h^˙?nc˙@qf˙=k`˙8cY˙@g_˙Imi˙jŠ˙Ľ˙•°˝˙ŒĽą˙z”Ÿ˙r’˙_Œ˙MM˙ˆJJ˙FF˙zCC˙u@@˙r??˙r>>˙r??˙q>>˙o==˙m<<˙o==˙r>>˙t??˙t@@˙u@@˙vAA˙vAA˙vAA˙t@@˙u@@˙u@@˙t@@˙r??˙p==˙l;;˙i99˙g88˙h99˙i::˙o==˙q>>˙u@@˙t??˙t??˙r??˙p==˙l;;˙h99˙i99˙r>>˙xBB˙FF˙Ua]˙_~u˙P}p˙N€s˙TŠ}˙TŠ}˙R‡z˙Q~q˙aw˙s‚˙…‡‰˙„†‡˙~‚˙‡JJ˙ƒHH˙zCC˙q>>˙m<<˙k;;˙l;;˙w‚˙p€{˙[pi˙G^V˙E\U˙D\U˙C\U˙C\U˙@\T˙=\S˙:_U˙;dY˙>˙q>>˙r>>˙t??˙vAA˙vAA˙xBB˙yBB˙xBB˙vAA˙t@@˙r??˙m<<˙k::˙l;;˙p==˙t??˙u@@˙xBB˙xBB˙zCC˙{CC˙zCC˙t@@˙n<<˙k::˙r>>˙yBB˙€FF˙KSQ˙fx˙Vs˙O~r˙Q„w˙Q„w˙Pƒw˙Q~r˙d‚y˙t„˙ƒ‡ˆ˙|‚˙w{|˙€FF˙zCC˙q>>˙m<<˙l;;˙l;;˙l;;˙~‰†˙z†ƒ˙r}˙Yhe˙HTR˙Xec˙Vc`˙HTR˙BPL˙K^Y˙D^W˙=_V˙8`V˙8cY˙7`V˙7^T˙d]˙_˙€žĽ˙•ą˝˙’Żź˙w“Ÿ˙kŒ—˙‹LL˙ˆKK˙ƒHH˙|DD˙vAA˙s??˙r??˙q>>˙q>>˙q>>˙t@@˙xBB˙zCC˙yBB˙t??˙p==˙m<<˙m<<˙o==˙p==˙r>>˙r??˙t@@˙u@@˙u@@˙vAA˙wAA˙xBB˙s??˙q>>˙r??˙xBB˙zCC˙zCC˙{CC˙~EE˙‚GG˙ƒHH˙GG˙yBB˙q>>˙m<<˙u@@˙}DD˙HIG˙s{{˙l{˙\u˙P~r˙N€t˙N€t˙N€s˙P~r˙by˙x‡„˙…‰Š˙€…†˙z€˙TTN˙q>>˙k::˙g99˙i::˙k;;˙k;;˙‰‡˙|†„˙u}˙oxw˙pyx˙w~~˙{€˙x{}˙]cd˙LSR˙L`Z˙A]U˙5[Q˙3[Q˙4[Q˙5[Q˙d]˙Imi˙jŠ˙€žĽ˙ŽŤś˙w“ž˙o‘œ˙c…‘˙‡JJ˙…II˙}EE˙xBB˙r??˙q>>˙r>>˙q>>˙o==˙n<<˙s??˙vAA˙yBB˙yBB˙t??˙o==˙i::˙l;;˙o==˙o==˙o==˙l;;˙l;;˙l;;˙m<<˙p==˙t??˙yBB˙xBB˙wAA˙wAA˙zCC˙|DD˙}DD˙~EE˙GG˙†II˙ˆKK˙_}…˙`{ƒ˙g}„˙S^a˙hrs˙nzx˙l{x˙r}˙iz˙\u˙P~q˙L}p˙L}q˙N}q˙V€s˙k„|˙|ˆ…˙…‰Š˙ƒˆ‰˙ƒ„˙xzv˙o==˙l;;˙h99˙j::˙l;;˙l;;˙‰‡˙y…‚˙p}z˙n{x˙o~z˙u‚~˙v€~˙w~˙s~~˙m|{˙Zsn˙Opk˙Gql˙Aje˙;b[˙5[Q˙5[Q˙5[Q˙4[Q˙6^T˙5^T˙5]S˙4[Q˙4[Q˙;c[˙Bkf˙Bkf˙h`˙Anf˙>˙s??˙s??˙t??˙s??˙s??˙t@@˙vAA˙vAA˙vAA˙q>>˙o==˙m<<˙r??˙vAA˙u@@˙s??˙o==˙n<<˙m<<˙n<<˙n<<˙q>>˙vAA˙xBB˙vAA˙vAA˙yBB˙}EE˙GG˙ƒHH˙†II˙a~†˙gƒŒ˙u’œ˙t•˙ƒŁŤ˙ Ł˙~••˙f€z˙aw˙cw˙]u˙U~s˙M}p˙L}p˙O~q˙U~s˙a€w˙rƒ˙}†…˙…‰‹˙†‰‹˙„…˙uy{˙zCC˙t??˙k;;˙j::˙k;;˙l;;˙v„€˙r|˙i}w˙e|w˙a|v˙c|w˙h|w˙m|y˙l~{˙b|x˙Tzr˙]ˆ˙XŠˆ˙Q€}˙>ha˙4[Q˙4[Q˙3[Q˙4[Q˙6^T˙5^T˙5]S˙4[Q˙4[Q˙4[Q˙;c[˙;c\˙ha˙@kc˙7`V˙5^S˙Bkf˙Bkf˙Bje˙3[Q˙4[Q˙4[Q˙4[Q˙3[Q˙5]S˙:f\˙?nc˙Bth˙=la˙9cY˙?d]˙Jni˙j‹˙€žĽ˙•°˝˙€—Ą˙x”Ÿ˙p‘˙MM˙ˆJJ˙€FF˙|DD˙wAA˙u@@˙s??˙u@@˙u@@˙wAA˙xBB˙yBB˙xBB˙xBB˙wAA˙xBB˙u@@˙vAA˙vAA˙zCC˙|DD˙|DD˙zCC˙u@@˙t??˙s??˙q>>˙n<<˙n<<˙s??˙vAA˙s??˙r??˙vAA˙}DD˙‚GG˙†II˙c‚‹˙r‘›˙„ĄŹ˙­¸˙¨Ž˙…˛ľ˙s›˙l”˙S}q˙P}p˙Q~q˙Q~q˙O~q˙L}p˙L}p˙P~r˙^€w˙p…˙‚Š‰˙ƒˆ‰˙ƒ‡ˆ˙‚„˙‚ƒ˙vz{˙‚GG˙{CC˙p==˙k;;˙k::˙l;;˙pƒ|˙n€y˙i€{˙a~z˙Z}z˙Wzv˙]|y˙_{w˙^}z˙T{v˙L{s˙Z‰˙`•“˙V†„˙>ha˙4[Q˙4[Q˙3[Q˙4[Q˙7`V˙7`V˙7`V˙4[Q˙6^T˙5^T˙5]S˙4[Q˙4[Q˙4[Q˙3[Q˙4[Q˙4[Q˙;c[˙:b[˙Irp˙Ckf˙Bkf˙3[Q˙4[Q˙Bkf˙Bkf˙Bje˙3[Q˙4[Q˙4[Q˙4[Q˙3[Q˙4[Q˙7`V˙>˙m<<˙n<<˙o==˙o==˙o==˙u@@˙}EE˙„II˙_x|˙p˜˙„Ľ°˙źÉ˙–šÂ˙{§¨˙a‘Š˙U…{˙V†}˙I{n˙I{n˙L|o˙M}p˙N}q˙L}q˙M}q˙Vt˙g{˙|†„˙ˆŠ‹˙ƒ†‡˙€„†˙‹Ž˙€‰Œ˙mvy˙…II˙~EE˙t@@˙m<<˙j::˙k;;˙|†ƒ˙t‚}˙j}˙[|y˙T||˙Qyx˙X}|˙Xzy˙Y|z˙Ryw˙O{v˙Sƒ~˙P‚z˙Q~v˙>dZ˙;]S˙7\R˙6[Q˙3ZQ˙5]S˙7`V˙8cX˙8cX˙8cX˙7`V˙7`V˙7`V˙7`V˙5]S˙4ZP˙5]S˙5]S˙5]S˙4ZP˙Irp˙Jrp˙Jrp˙4ZP˙;b[˙Bjf˙Bjf˙;b[˙3ZP˙3ZQ˙4ZQ˙4ZQ˙4ZP˙3ZQ˙7`V˙:f[˙>˙o==˙m<<˙o==˙o==˙t@@˙}DD˙„HH˙^mo˙l‚ˆ˙ŒŠł˙œ˝Č˙ˆąľ˙aŠ˙H|o˙K€s˙Mt˙L~q˙J{n˙J{o˙K|p˙L|p˙M}q˙Z‰€˙m”˙ˆŁĽ˙š˙“œĄ˙‘šŸ˙•¤Ş˙•Ťł˙Ž§Ż˙vŒ“˙Whl˙FF˙yBB˙s??˙o==˙o==˙††˙v~˙h|˙Z|y˙V~~˙V||˙Y˙W||˙V~~˙T||˙V|{˙Txt˙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˙p==˙p==˙p==˙r??˙s??˙e88˙i99˙m<<˙wAA˙}EE˙ƒHH˙ƒHH˙ƒHH˙FF˙|DD˙yBB˙vAA˙q>>˙k;;˙h99˙g99˙g88˙k;;˙u@@˙~EE˙ƒHH˙€FF˙{CC˙vAA˙xBB˙}EE˙ƒHH˙PNE˙ruv˙z}~˙|€˙|˙y€€˙y˙~ƒƒ˙‚…‡˙ƒ†ˆ˙€ƒ…˙~˙}˙_ba˙ƒHH˙ƒHH˙‡JJ˙…II˙…II˙€FF˙^hc˙g…˙qŽ™˙|™Ľ˙„Ł°˙€ Ş˙‚ Ť˙Ľ˙~œ¤˙~œ¤˙~›Ł˙ŠŚ°˙ŠŚ°˙’Żź˙x˜¤˙‰KK˙…II˙FF˙yBB˙s??˙m<<˙n<<˙t??˙xBB˙|DD˙zCC˙xBB˙xBB˙yBB˙xBB˙t@@˙q>>˙o==˙n<<˙o==˙q>>˙r>>˙t??˙t@@˙t@@˙s??˙xBB˙|DD˙FF˙{CC˙vAA˙vAA˙wAA˙xBB˙zCC˙zCC˙vAA˙r>>˙r>>˙r??˙t??˙p==˙q>>˙r>>˙vAA˙wAA˙vAA˙t@@˙t@@˙}DD˙~EE˙~EE˙xBB˙yBB˙|DD˙|DD˙zCC˙vAA˙s??˙q>>˙n<<˙o==˙p==˙q>>˙u@@˙wAA˙e88˙l;;˙t??˙}EE˙GG˙ƒHH˙ƒHH˙ƒHH˙|DD˙vAA˙o==˙r>>˙o==˙l;;˙f88˙h99˙g99˙k;;˙s??˙}DD˙ƒHH˙GG˙EE˙|DD˙}EE˙€FF˙ƒHH˙RPG˙txy˙{€˙~ƒ˙}‚˙~‚ƒ˙~ƒ„˙€……˙……˙…ˆŠ˙„‡‰˙„‡‡˙€„ƒ˙}€˙uyy˙hkl˙ace˙ŠLL˙ŠLL˙‡JJ˙m€‚˙°ź˙’°˝˙‹§ą˙žĽ˙iŠ˙iŠ˙^€€˙hˆ‹˙s’—˙~›˘˙ŠŚŻ˙ŠŚ°˙ŽŞś˙vŽ•˙ˆKK˙†II˙GG˙{CC˙t@@˙o==˙q>>˙wAA˙|DD˙€FF˙FF˙`ro˙`ro˙FF˙}DD˙xBB˙r>>˙n<<˙m<<˙q>>˙t??˙t@@˙t??˙r>>˙q>>˙r>>˙yBB˙EE˙GG˙{CC˙u@@˙s??˙t@@˙wAA˙xBB˙wAA˙u@@˙s??˙r>>˙q>>˙o==˙n<<˙q>>˙s??˙wAA˙wAA˙xBB˙xBB˙xBB˙xBB˙wAA˙vAA˙u@@˙vAA˙yBB˙|DD˙{CC˙vAA˙q>>˙n<<˙m<<˙l;;˙l;;˙m<<˙u@@˙yBB˙h99˙q>>˙{CC˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙|DD˙r??˙j::˙m<<˙m<<˙l;;˙e88˙g99˙i::˙m<<˙u@@˙zCC˙EE˙EE˙GG˙„HH˙…II˙…II˙„HH˙ƒHH˙cgg˙v||˙z€˙y€˙y€˙u~˙s|˙x€˙‚‡ˆ˙…ˆŠ˙…ˆ‰˙‚†‡˙ƒ„˙ƒ„˙}€˙y|~˙cjj˙OO˙Uce˙† Ľ˙€žĽ˙v”™˙l‹˙`˙Ini˙Imh˙>d]˙Svt˙h‰Œ˙ˆ¤Ž˙”Żť˙‘Žť˙ƒŁŻ˙nƒ†˙‡JJ˙GG˙}DD˙wAA˙s??˙q>>˙vAA˙|DD˙‚GG˙]†˙Zƒ˙b‰Ž˙hŽ•˙p—Ą˙b~ƒ˙FF˙xBB˙q>>˙q>>˙t@@˙wAA˙t@@˙r>>˙q>>˙q>>˙s??˙vAA˙{CC˙|DD˙zCC˙xBB˙zCC˙zCC˙{CC˙zCC˙xBB˙vAA˙t??˙r??˙q>>˙r>>˙t??˙xBB˙{CC˙~EE˙{CC˙yBB˙wAA˙vAA˙vAA˙wAA˙wAA˙xBB˙{CC˙}EE˙€FF˙€FF˙}EE˙vAA˙q>>˙m<<˙m<<˙l;;˙m<<˙s??˙wAA˙n<<˙u@@˙}EE˙ƒHH˙ƒHH˙ƒHH˙‚GG˙‚GG˙EE˙vAA˙l;;˙i::˙i::˙i::˙e88˙i99˙n<<˙u@@˙|DD˙{CC˙zCC˙zCC˙FF˙„II˙‡JJ˙ˆJJ˙†II˙…II˙DFH˙nuu˙v||˙u}}˙t~˙m~y˙n~y˙q}z˙{‚˙„†˙‚…‡˙…‡˙…‡˙‚†ˆ˙€‚„˙x˙n|y˙cyz˙pŒ˙s”™˙`˙Vxu˙Loi˙Ce]˙7[Q˙5[Q˙>d\˙]˙}›Ł˙“Žť˙’Żź˙€žŞ˙o‘˙ˆKK˙ƒHH˙{CC˙vAA˙q>>˙q>>˙s??˙zCC˙€FF˙X{˙W€˙_‹Œ˙i–™˙o—Ÿ˙xĄŹ˙o– ˙†II˙}DD˙t@@˙r>>˙vAA˙wAA˙t@@˙s??˙t@@˙vAA˙wAA˙wAA˙zCC˙zCC˙yBB˙yBB˙|DD˙EE˙GG˙‚GG˙FF˙}DD˙xBB˙u@@˙r??˙u@@˙yBB˙EE˙GG˙_vv˙bƒŒ˙c†˙rœĽ˙b†˙fˆ‘˙~EE˙~EE˙^~†˙„HH˙ƒHH˙ƒHH˙‚GG˙€FF˙yBB˙q>>˙m<<˙l;;˙m<<˙m<<˙q>>˙q>>˙t@@˙yBB˙€FF˙ƒHH˙ƒHH˙‚GG˙EE˙|DD˙{CC˙t@@˙m<<˙g88˙g88˙g88˙h99˙m<<˙u@@˙|DD˙GG˙{CC˙vAA˙vAA˙FF˙BDD˙LON˙MOO˙‹LL˙†JJ˙„HH˙]^W˙mpl˙rzz˙r}{˙m|y˙n|x˙q{y˙x}~˙|€‚˙~ƒ˙{˙}ƒ˙€ƒ…˙|ƒƒ˙p{˙Wpg˙Uql˙Yzw˙Twu˙>d]˙5[Q˙8\R˙;]R˙:\R˙6[Q˙Imh˙i‰‹˙‰ĽŻ˙”Żź˙‡Ľą˙v—Ł˙b…‘˙‡JJ˙FF˙t@@˙o==˙k;;˙o==˙t@@˙|DD˙Yz€˙_„‰˙T}˙\Šˆ˙c‘˙vĄŠ˙p—Ą˙d‡˙ˆJJ˙}DD˙t@@˙q>>˙s??˙s??˙s??˙vAA˙{CC˙}EE˙}EE˙zCC˙{CC˙|DD˙EE˙GG˙„HH˙†II˙†II˙†II˙…II˙ƒHH˙}EE˙yBB˙vAA˙xBB˙|DD˙GG˙…II˙cvs˙m’œ˙tžŚ˙k”›˙c˙]„ˆ˙Z€ƒ˙]‚ˆ˙_ˆ˙bƒŒ˙ˆKK˙…II˙‚GG˙~EE˙wAA˙q>>˙m<<˙o==˙q>>˙s??˙s??˙q>>˙q>>˙wAA˙~EE˙ƒHH˙‚GG˙€FF˙zCC˙u@@˙r>>˙n<<˙m<<˙l;;˙o==˙o==˙r>>˙vAA˙|DD˙}EE˙}DD˙vAA˙t@@˙vAA˙~EE˙ƒHH˙WVL˙‹LL˙ˆJJ˙…II˙‚GG˙…II˙…II˙hf[˙hjb˙msm˙u|{˙tz{˙x|~˙w{}˙|€˙z~˙{˙x€˙r€|˙nˆƒ˙Vpl˙e‚‚˙Wyv˙Jni˙4[Q˙5[Q˙8\R˙;]R˙:]R˙Ae]˙_€˙¤˙•°ź˙’Żź˙}žŞ˙jŒ—˙‹LL˙„HH˙{CC˙r>>˙m<<˙k;;˙o==˙t??˙Xhe˙`ƒŠ˙i’—˙b‘˙e“˙k–›˙tœŚ˙i–˙ŠLL˙ƒHH˙yBB˙t@@˙r>>˙vAA˙vAA˙xBB˙{CC˙EE˙GG˙ƒHH˙‚GG˙GG˙GG˙‚GG˙„HH˙†II˙ˆKK˙ŠLL˙ŠLL˙ˆKK˙†II˙‚GG˙~EE˙zCC˙xBB˙wAA˙zCC˙FF˙ƒHH˙eˆ‘˙p™Ą˙g–˙cŒ˙`ˆŒ˙\„‡˙`†Œ˙b†˙eˆ‘˙‡JJ˙GG˙}DD˙xBB˙t@@˙r>>˙t??˙vAA˙yBB˙{CC˙wAA˙s??˙k;;˙q>>˙xBB˙}EE˙}DD˙zCC˙s??˙o==˙l;;˙j::˙k;;˙m<<˙q>>˙q>>˙s??˙xBB˙|DD˙zCC˙xBB˙r??˙r>>˙r??˙xBB˙{DD˙€FF˙€FF˙~EE˙{CC˙zCC˙FF˙‚GG˙„II˙EE˙~EE˙GG˙†II˙‡JJ˙†JJ˙]]Z˙prt˙z}˙€ŠŒ˙r…„˙jƒ„˙oŒŽ˙w”™˙`˙Imi˙4ZQ˙5[Q˙7[Q˙8\R˙7[Q˙@d]˙`˙€Ľ˙•°˝˙ŠŠś˙s•˙MM˙‰KK˙ƒHH˙yBB˙q>>˙l;;˙k::˙m<<˙o==˙Tca˙iŒ•˙uœŚ˙r›Ł˙m•˙k‘™˙j–˙MM˙‡JJ˙EE˙t@@˙t??˙vAA˙}DD˙EE˙‚GG˙ƒHH˙…II˙…II˙…II˙„HH˙ƒHH˙ƒHH˙…II˙‡JJ˙ŠLL˙ŒMM˙MM˙ŒMM˙ŒMM˙ŠLL˙‡JJ˙…II˙€FF˙}DD˙xBB˙vAA˙{CC˙€FF˙…II˙^z~˙a…Œ˙[~ƒ˙Twz˙W{˙]‚‡˙c€„˙‹LL˙‚GG˙yBB˙vAA˙r??˙s??˙t@@˙zCC˙~EE˙FF˙GG˙{DD˙yBB˙e88˙j::˙p==˙wAA˙wAA˙t@@˙p==˙o==˙p==˙o==˙o==˙p==˙q>>˙q>>˙q>>˙t??˙vAA˙t@@˙r??˙r>>˙t@@˙u@@˙t@@˙t@@˙u@@˙vAA˙s??˙s??˙s??˙wAA˙yBB˙{CC˙xBB˙yBB˙}EE˙ƒHH˙…II˙„HH˙ƒHH˙aff˙jsx˙t…‰˙uŠŽ˙„ŸŚ˙Œ¨˛˙•°˝˙u”š˙Uxu˙4[Q˙5[Q˙6[R˙6[R˙4[Q˙Jni˙k‹˙‹§ą˙’°˝˙€˘Ż˙k‚…˙‹LL˙‡JJ˙GG˙zCC˙r??˙l;;˙i::˙i::˙k;;˙vAA˙€FF˙aƒ‹˙iˆ˙m‡ˆ˙l|˙evs˙ˆJJ˙‚GG˙zCC˙u@@˙yBB˙}EE˙…II˙†II˙‡JJ˙‡JJ˙‡JJ˙‡JJ˙ˆJJ˙ˆKK˙ˆKK˙ˆKK˙‰KK˙ŠLL˙‹LL˙‹LL˙MM˙MM˙MM˙‹LL˙‰KK˙‡JJ˙„II˙‚GG˙|DD˙wAA˙wAA˙|DD˙€FF˙ƒHH˙‡JJ˙‰KK˙‹LL˙aƒ‹˙`‚Š˙MM˙‡JJ˙}DD˙r>>˙q>>˙r>>˙wAA˙{CC˙GG˙„HH˙…II˙EC=˙zCC˙yBB˙e88˙h99˙l;;˙t@@˙v@@˙t@@˙r>>˙t@@˙xBB˙t@@˙s??˙p>>˙m<<˙i99˙h99˙l;;˙q>>˙t??˙vAA˙xBB˙zCC˙zCC˙xBB˙vAA˙u@@˙vAA˙t@@˙r??˙q>>˙q>>˙r??˙t@@˙r??˙r??˙u@@˙zCC˙|DD˙|DD˙{CC˙~EE˙€FF˙k|˙Š§˛˙“°˝˙•ą˝˙•°˝˙¤˙_€€˙>c\˙4[Q˙?e]˙Jni˙Uwu˙_€˙r“˜˙…Ľ°˙‰­ş˙u‘š˙ŒMM˙ˆKK˙„HH˙GG˙}EE˙xBB˙t??˙n<<˙i::˙h99˙q>>˙vAA˙{DD˙|DD˙}DD˙|DD˙zCC˙yBB˙xBB˙vAA˙xBB˙|DD˙€FF˙†II˙ˆJJ˙ŠLL˙‰KK˙‰KK˙‰KK˙ŠLL˙‹LL˙‹LL˙‹LL˙‹LL˙ŒMM˙kƒŒ˙kƒ˙p‰’˙p‰’˙oˆ’˙mˆ‘˙d‰˙_‡˙\}…˙ˆKK˙ƒHH˙|DD˙u@@˙vAA˙|DD˙GG˙„HH˙…II˙ƒHH˙‚GG˙ƒHH˙„HH˙FF˙vAA˙n<<˙o==˙t??˙zCC˙~EE˙‚GG˙„HH˙GHF˙[_`˙wAA˙wAA˙e88˙h99˙k::˙t??˙wAA˙^~†˙aƒ‹˙zCC˙a‚‹˙p— ˙aƒ‹˙wAA˙p>>˙k::˙g99˙k;;˙q>>˙u@@˙yBB˙}EE˙GG˙‚GG˙FF˙|DD˙|DD˙|DD˙|DD˙yBB˙t??˙p==˙o==˙q>>˙q>>˙r??˙u@@˙vAA˙u@@˙r??˙t??˙zCC˙€FF˙†JJ˙z™¤˙‡Ľą˙•ą˝˙”Żź˙ˆ¤Ž˙q•˙[||˙Gkf˙Twt˙`˙u”™˙}œ¤˙¤Ż˙‚§´˙p•˘˙i‚…˙‰KK˙‡JJ˙GG˙FF˙}DD˙zCC˙xBB˙q>>˙k::˙e88˙h99˙l;;˙q>>˙t@@˙u@@˙t@@˙q>>˙o==˙q>>˙u@@˙|DD˙FF˙GG˙…II˙ˆJJ˙‹LL˙ŠLL˙_~†˙bˆ˙h†˙j‡˙l‡‘˙sŽ˜˙v™˙xš˙r‰‘˙q‰‘˙q‹’˙™˘˙u‹“˙v‹”˙q‰‘˙jˆ‘˙f‡‘˙b~ƒ˙ˆJJ˙FF˙u@@˙q>>˙t??˙xBB˙zCC˙x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mŒ˙vŽ…˙€ŽŠ˙‹Ž˙Œ‘˙e88˙g99˙i::˙m<<˙u@@˙}DD˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙`‚Š˙y Ş˙Śą˙†Śą˙‘Żź˙›šĆ˙œşČ˙›šÇ˙›šÇ˙”Żť˙Ž§˛˙‡Ś˙€“›˙zŠ‘˙ŠŽ˙{†‡˙t‚~˙o…~˙cƒz˙Y€u˙U€s˙[v˙bƒy˙fƒ{˙fƒ{˙bƒy˙d…{˙aƒy˙`‚x˙^w˙aƒy˙aƒy˙]‚v˙dy˙x†„˙†‰‹˙†‰‰˙}‚˙w{|˙[XP˙GG˙yBB˙q>>˙m<<˙n<<˙>@A˙y}~˙…ˆ‰˙”–—˙šž˙šžŸ˙•››˙—œ˙˜˙šŸŸ˙“˜˜˙•ŠŻ˙Š˛˙tŠ‘˙bhg˙`b^˙`a]˙`b^˙`a]˙`b^˙`a]˙Yf`˙Sjb˙Lne˙Sjb˙Yf`˙`a]˙`b^˙`a]˙ahg˙ars˙`{~˙\}€˙Yuu˙Qrm˙Ipg˙Izq˙Iyq˙Hyq˙Bti˙Cti˙Frg˙Ipf˙Olc˙Vha˙]c_˙Vha˙Qsm˙M~y˙[†‰˙Vqw˙aqx˙v‹‰˙i…}˙]„y˙g‡˙v‹‡˙s‰„˙n„˙j„~˙oŽŠ˙t—–˙x ˙y“˙{ˆ‰˙{‚˙u‡‚˙rŠ‚˙zŽˆ˙…˙Š˙ŠŽ˙e88˙g99˙i::˙m<<˙t??˙|DD˙‚GG˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙p– ˙yĄŤ˙ƒŞś˙ŒŽť˙˜¸Ć˙œşČ˙›šÇ˙›šÇ˙›šĆ˙œşČ˙›šÇ˙–ą˝˙¨ł˙†˜ ˙w‚‡˙{†‡˙v˙m|˙h€y˙b‚w˙hƒz˙o…~˙w…˙v…˙r…€˙v‡‚˙t‡˙oƒ~˙k€{˙n|˙qƒ~˙m„|˙oƒ}˙}‰‡˙ˆ‹Œ˙‡Š‹˙~‚ƒ˙{˙hd[˙}DD˙xBB˙o==˙l;;˙n<<˙p==˙y|~˙„ˆ‰˙’”•˙™œ˙šžž˙˜ž˙–œ›˙•››˙™ž˙”—˜˙’ŸĽ˙Œ §˙|•˙bhg˙cih˙cig˙cih˙`a]˙`b^˙\c_˙Sjb˙Ipf˙Cti˙Ipf˙Sjb˙\c_˙`b^˙bhg˙amo˙cty˙j}„˙~“˙o„‰˙a‚˙Lsn˙N~z˙Iyq˙N~y˙Hyq˙Oz˙Izr˙Hzq˙Frg˙Pld˙Yf`˙Vha˙Qsm˙M~y˙W}~˙Tmq˙erx˙v‹‰˙lˆ€˙e†}˙v‹‡˙„‹‹˙‰‰˙{ˆ‡˙r‡ƒ˙f„|˙c„{˙_‚x˙j„}˙q…˙x„ƒ˙p…€˙n…~˙u‹„˙‚ŒŠ˙‡‹Œ˙‰˙e88˙g99˙i::˙k;;˙q>>˙yBB˙GG˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙m’›˙i–˙r—Ą˙€Ľą˙Œ°ź˙˜ťČ˙—ťÇ˙—şČ˙˜šÇ˙›şÇ˙›šĆ˙œşČ˙œšÇ˙‘Š´˙{‰˙€ˆ‹˙ƒ…˙~††˙z…ƒ˙q„˙v„˙~ˆ‡˙„ˆ‰˙}„„˙z…ƒ˙~‡†˙‡‡˙{‚‚˙y˙}„…˙‚ˆˆ˙}ˆ†˙Šˆ˙„‹‹˙…‰‹˙„‡‰˙|€˙{˙hd[˙{DD˙t??˙m<<˙k;;˙n<<˙o==˙{}y˙‚…‡˙Ž‘’˙•˜™˙›žŸ˙›  ˙šŸŸ˙”šš˙˜œ˙—š›˙”œ ˙Ž˘˙‡—›˙ˆˆ˙eps˙epq˙epq˙`a]˙`b]˙Yf`˙Old˙Erh˙Bth˙Erg˙Olc˙Yf`˙`b]˙dop˙ew|˙j}…˙v„‡˙v˙t€~˙y˙r—™˙\†‰˙W‡‰˙^Œ‘˙V€€˙[€€˙Stn˙Rsm˙Lne˙Sjc˙Yf`˙Vha˙Lne˙Bth˙Krm˙Tkk˙y‚‡˙uƒ€˙i†~˙nŠ‚˙€˙Œ˙ˆŒŽ˙…‰‹˙‚ŠŠ˙wˆ†˙k„˙`ƒz˙a„{˙_ƒz˙gƒ~˙f…~˙h…}˙k‡~˙v‰ƒ˙Šˆ˙…˙e88˙g99˙i::˙j::˙o==˙vAA˙FF˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙„II˙†JJ˙]~†˙jŒ–˙t—Ą˙‚Śą˙Śą˙…Ťś˙ŒŻť˙”´Ŕ˙š¸Ĺ˙›šĆ˙š¸Ĺ˙–°ź˙’™˙‰”™˙…‡˙ƒ†ˆ˙…‡ˆ˙‡‡˙„Š‹˙†ŒŒ˙†ŠŠ˙|‚‚˙y˙{€˙„…˙}‚˙~‚„˙€ƒ…˙‡‰‹˙‰Œ˙ˆ‹˙ˆŒ˙…ˆŠ˙}‚ƒ˙x~~˙sz{˙GG˙zCC˙q>>˙l;;˙k;;˙l;;˙o==˙ROH˙˙„ˆŠ˙‰˙‘”•˙–™›˙šž˙˜›œ˙˜œ˙™œ˙—š›˙” ˙˜›˙‰‘”˙ˆ–›˙†šĄ˙gw{˙big˙`b^˙Vha˙Lne˙Bth˙Bti˙Erg˙Old˙Yf`˙big˙h}„˙nŠ•˙ƒ Ź˙z‹‹˙vˆ‚˙n„}˙zŽ˙z”—˙e†˙[{~˙a€‡˙a€‡˙f€†˙^tt˙\nj˙Vha˙Yf`˙]d_˙Yf`˙Rjb˙Lne˙Tvt˙]tv˙~Ž”˙|†„˙qˆ˙l‡˙u‰„˙…‹Š˙‡‹Œ˙Š˙Š˙‰˙€Œ‹˙m‡‚˙]‚y˙S‚v˙Vv˙Vv˙Z‚w˙^„y˙d„z˙m…~˙tˆ‚˙e88˙g99˙i::˙i::˙l;;˙t??˙}EE˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙„HH˙…II˙ˆKK˙‹LL˙e‡˙m’›˙p—Ą˙sšĽ˙zŸŠ˙†Šľ˙Ž­ş˙˜ˇĹ˙”Žť˙‹Ÿ¨˙v†˙„‹Ž˙‚‡ˆ˙…Š‹˙…Š‹˙‰Œ˙‘˙Ž’˙‡‹Œ˙}‚‚˙x~~˙swx˙xz|˙{~˙ƒ…˙„‡ˆ˙‡Š‹˙…‡‰˙†ˆŠ˙ˆ‹˙‡‹Œ˙}†„˙y‚€˙x~~˙‚GG˙zCC˙n<<˙k;;˙k;;˙l;;˙q>>˙wAA˙a`[˙~‚…˙‚†‰˙‡Œ˙Ž““˙“˜˜˙˜š›˙Ÿ ˙ ˘Ł˙ Ą˙—š›˙“–—˙‘’˙Œ“—˙‰žŚ˙}’˜˙dop˙`b]˙Vha˙Lne˙Bth˙Erg˙Lne˙Vha˙\d_˙big˙h}ƒ˙r“Ÿ˙‡¨ś˙~˜™˙n‰€˙c…z˙j…}˙t‰ˆ˙hx|˙cs{˙dt|˙eu|˙gw|˙dpq˙big˙`a]˙`b]˙`a]˙\d_˙Ye`˙Uha˙_z|˙hƒŠ˙„ŸŞ˙ƒŽ‘˙z‰…˙xŠ…˙y‹†˙|Š‡˙€‹‰˙ˆŽ˙‘“”˙“•–˙’”˙€Œ‹˙i„~˙Y‚x˙Sv˙Sv˙U‚v˙V‚v˙Z„w˙b†z˙i‰~˙e88˙g99˙i::˙i::˙j::˙q>>˙yBB˙€FF˙GG˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙ƒHH˙…II˙‡JJ˙‰KK˙ˆKK˙bƒ‹˙d‡˙jŒ•˙p’›˙r‘›˙ŒŽť˙’Żť˙§˛˙{‰˙ˆ˙}‚ƒ˙„‰Š˙ˆ˙‰Ž˙ŠŽŽ˙‰˙„‡ˆ˙{~€˙ŽNN˙ŠLL˙ˆKK˙ˆKK˙{}˙€ƒ„˙„†‡˙ƒ…†˙ƒ†ˆ˙†ˆŠ˙„ˆ‰˙{ƒ‚˙w€~˙{€{˙~EE˙xBB˙m<<˙k;;˙k;;˙m<<˙t??˙{DD˙„HH˙_^Y˙~€~˙}‚ƒ˙…ŠŠ˙Œ‘‘˙•˜™˙šœ˙ŸĄ˘˙Ÿ Ą˙›ž˙˜šœ˙”˜˜˙Ž‘’˙ŒĄ¨˙†›˘˙r„ˆ˙`b]˙Ye`˙Olc˙Erg˙Hpf˙Rjb˙\d_˙`a]˙big˙fvz˙l‹–˙{˜Ľ˙‚ž¤˙p‡˙f†|˙i†|˙u„~˙u€|˙w‚˙q}˙w‰Š˙|•˙brw˙fuz˙dop˙bhg˙`a]˙`b]˙`a]˙`b]˙dop˙fvz˙iz˙‰‹˙€Œ˙‘˙}‘˙yˆ…˙xˆ…˙‹Š˙ˆŽŽ˙Ž’˙ŒŽ˙ƒŠ‰˙v†‚˙k†}˙e„{˙e„{˙e„{˙_ƒy˙[ƒx˙Xƒw˙[„w˙e88˙g99˙i::˙i::˙h99˙m<<˙t??˙}DD˙€FF˙GG˙€FF˙EE˙FF˙GG˙‚GG˙„HH˙…II˙†II˙…II˙‡JJ˙ŠKK˙bƒ‹˙i…Œ˙tŽ–˙€•œ˙‹Ÿ¨˙‹˙‚ˆŒ˙†‡˙†‹Œ˙‰Ž˙‡‹Œ˙ƒ‰‰˙ƒ‰ˆ˙„ƒ˙moq˙ŒMM˙†II˙ƒHH˙ƒHH˙‡JJ˙ˆKK˙qst˙|€˙„…˙„‡‰˙€††˙}„ƒ˙y€˙„ƒ{˙yBB˙t@@˙m<<˙k;;˙k;;˙m<<˙u@@˙EE˙†JJ˙…II˙‚GG˙~EE˙}˙‚‡ˆ˙Ž’˙”–˜˙Ÿ ˙Ÿ Ą˙Ÿ ˙ŸĄ˘˙›ŸŸ˙•š™˙ŸŁ˙‰—œ˙ƒ’”˙ce`˙\c_˙Vha˙Okc˙Rjb˙Ye`˙`b]˙`a]˙`b]˙ahg˙g}ƒ˙h}…˙œ˘˙o†€˙k‡~˙m†}˙~ˆ‚˙~ˆƒ˙zˆ‚˙q‡€˙w‰„˙~˙ƒ‘—˙k€ˆ˙h}„˙gvz˙bhg˙`b]˙`a]˙`b]˙ahg˙dop˙doq˙ahh˙`gg˙pwy˙o{|˙u~˙p„˙r‡‚˙w‹†˙{Œ‰˙~Šˆ˙€ˆ…˙‚‰…˙|ˆƒ˙v‡€˙v‡€˙w‡€˙p†~˙e„{˙Zƒw˙U‚v˙e88˙g99˙i::˙i::˙g99˙j::˙p==˙yBB˙}DD˙}DD˙zCC˙wAA˙xBB˙{CC˙~EE˙GG˙GG˙GG˙‚GG˙…II˙ˆJJ˙‰KK˙dts˙n˙|•˙§˛˙”¤Ź˙…Š˙‚„†˙ˆŠŒ˙ŠŒ˙‚†‡˙€‡†˙‚ˆ‡˙}‚‚˙‡JJ˙ƒHH˙}EE˙|DD˙|DD˙FF˙ƒHH˙†II˙ZXR˙|˙‚„˙‚…†˙}˙xxu˙rl^˙t@@˙p==˙l;;˙k;;˙k;;˙n<<˙vAA˙FF˙†II˙ƒHH˙EE˙|DD˙\ZT˙ƒ„˙‰‹‹˙’’˙™›œ˙ŸĄ˘˙ŸĄ˘˙ž˘Ł˙›Ą ˙•œš˙šœ˙‡’˙€ˆˆ˙`b]˙`a]˙\d_˙Ye`˙Ye`˙\c^˙`b]˙`a]˙`b]˙ahg˙g}ƒ˙h}…˙œ˘˙n†€˙o‡~˙w‡€˙ˆŠ…˙ƒ‰ƒ˙{‰˙m‡|˙m‡~˙r…€˙|‰Œ˙s†Ž˙iƒŽ˙h}„˙cop˙`b]˙`a]˙`b]˙`a]˙`b]˙`a]˙`b]˙ahg˙elk˙iux˙~‡‰˙uŠ‰˙n†€˙d†}˙e…~˙o…˙{‡˙ˆŠ…˙ˆŠ…˙ˆŠ…˙ˆŠ…˙ˆŠ…˙‚‰ƒ˙p†~˙_ƒy˙Su˙e88˙g99˙i::˙i::˙g99˙i::˙o==˙u@@˙wAA˙u@@˙r>>˙o==˙q>>˙s??˙xBB˙{CC˙}DD˙}EE˙EE˙GG˙„HH˙†II˙‡JJ˙iqn˙v„‡˙{Ž–˙ŽœĄ˙}€‚˙‚„˙‚…‡˙†‰Š˙…ˆŠ˙ƒˆ‰˙„‡ƒ˙„ƒz˙…II˙ƒHH˙~EE˙|DD˙|DD˙|DD˙GG˙ƒHH˙…II˙‹LL˙–RR˙•RR˙MM˙ƒHH˙|DD˙t@@˙n<<˙k;;˙k;;˙l;;˙p==˙xBB˙EE˙GG˙}DD˙vAA˙t@@˙wAA˙}~x˙€„ƒ˙…‰ˆ˙’“˙›žž˙ Ą˙œ Ą˙—˙•›™˙’‘˙…˙}†‡˙big˙`a]˙`b^˙`a]˙`b^˙`a]˙`b^˙`a]˙`b^˙ahg˙h}„˙g|„˙|œ ˙mˆ€˙g‡|˙r‡˙‚‰ƒ˙ˆŠ…˙„Š„˙|‰˙w‰€˙t‡˙u„€˙vˆ‰˙n…Œ˙g|„˙h}„˙eqq˙bhg˙`b^˙`a]˙`b^˙`a]˙`b^˙`a]˙`b^˙`gg˙v€˙vŠ‰˙j†~˙Z…y˙Yƒx˙k…}˙|ˆ‚˙ˆŠ…˙ˆŠ…˙ˆŠ…˙ˆŠ…˙ˆŠ…˙ˆŠ…˙|ˆ˙k…}˙\ƒx˙e88˙g99˙i::˙i::˙g99˙i::˙m<<˙q>>˙q>>˙o==˙o==˙m<<˙m<<˙m<<˙q>>˙s??˙vAA˙yBB˙|DD˙~EE˙GG˙ƒHH˙…II˙†II˙‡JJ˙‡JJ˙`ee˙|˙ƒ…˙„‡‰˙„‡ˆ˙|€‚˙x|~˙€x˙„HH˙‚GG˙‚GG˙GG˙GG˙^y~˙\x˙GG˙ƒHH˙„HH˙ˆKK˙OO˙NN˙ŠLL˙‚GG˙|DD˙t??˙m<<˙k;;˙k;;˙m<<˙r??˙yBB˙|DD˙zCC˙vAA˙t@@˙u@@˙{CC˙FF˙v{z˙|€˙†‰Š˙’”–˙—šœ˙˜ž˙™žž˙˜œœ˙““˙ˆ’”˙ŠŒ˙nvu˙`a]˙`b]˙`a]˙`b]˙`a]˙`b]˙`a]˙`b]˙cop˙mƒ‹˙†˘­˙|–˜˙nŠ‚˙a‡|˙f…{˙xˆ˙„Š„˙ˆŠ…˙ƒ‰„˙‰‚˙s‡˙m†~˙q†‚˙y‹Œ˙qƒŠ˙iƒ˙i~„˙dop˙`b]˙`a]˙`b]˙`a]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