Merge pull request #8693 from abcdefg30/difficultyA02
Add different difficulties for allies02
This commit is contained in:
@@ -7,10 +7,62 @@ JeepPath = { ReinforcementsEntryPoint.Location, ReinforcementsRallyPoint.Locatio
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TruckReinforcements = { "truk", "truk", "truk" }
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TruckPath = { TruckEntryPoint.Location, TruckRallyPoint.Location }
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TimerTicks = DateTime.Minutes(10)
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PathGuards = { PathGuard1, PathGuard2, PathGuard3, PathGuard4, PathGuard5, PathGuard6, PathGuard7, PathGuard8, PathGuard9, PathGuard10, PathGuard11, PathGuard12, PathGuard13, PathGuard14, PathGuard15 }
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SendConstructionVehicleReinforcements = function()
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local mcv = Reinforcements.Reinforce(player, ConstructionVehicleReinforcements, ConstructionVehiclePath)[1]
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IdlingUnits = { }
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if Map.Difficulty == "Easy" then
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TimerTicks = DateTime.Minutes(10)
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Announcements =
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{
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{ "TenMinutesRemaining", DateTime.Seconds(3) },
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{ "WarningFiveMinutesRemaining", DateTime.Minutes(5) },
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{ "WarningFourMinutesRemaining", DateTime.Minutes(6) },
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{ "WarningThreeMinutesRemaining", DateTime.Minutes(7) },
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{ "WarningTwoMinutesRemaining", DateTime.Minutes(8) },
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{ "WarningOneMinuteRemaining", DateTime.Minutes(9) }
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}
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elseif Map.Difficulty == "Normal" then
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TimerTicks = DateTime.Minutes(5)
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Announcements =
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{
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{ "WarningFiveMinutesRemaining", DateTime.Seconds(3) },
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{ "WarningFourMinutesRemaining", DateTime.Minutes(6) },
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{ "WarningThreeMinutesRemaining", DateTime.Minutes(7) },
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{ "WarningTwoMinutesRemaining", DateTime.Minutes(8) },
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{ "WarningOneMinuteRemaining", DateTime.Minutes(9) }
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}
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InfantryTypes = { "e1", "e1", "e1", "e2", "e2", "e1" }
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InfantryDelay = DateTime.Seconds(18)
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AttackGroupSize = 5
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elseif Map.Difficulty == "Hard" then
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TimerTicks = DateTime.Minutes(3)
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Announcements =
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{
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{ "WarningThreeMinutesRemaining", DateTime.Seconds(3) },
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{ "WarningTwoMinutesRemaining", DateTime.Minutes(1) },
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{ "WarningOneMinuteRemaining", DateTime.Minutes(2) },
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}
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InfantryTypes = { "e1", "e1", "e1", "e2", "e2", "e1" }
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InfantryDelay = DateTime.Seconds(10)
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VehicleTypes = { "ftrk" }
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VehicleDelay = DateTime.Seconds(30)
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AttackGroupSize = 7
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else
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TimerTicks = DateTime.Minutes(1)
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Announcements = { { "WarningOneMinuteRemaining", DateTime.Seconds(3) } }
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ConstructionVehicleReinforcements = { "jeep" }
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InfantryTypes = { "e1", "e1", "e1", "e2", "e2", "dog", "dog" }
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InfantryDelay = DateTime.Seconds(10)
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VehicleTypes = { "ftrk" }
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VehicleDelay = DateTime.Minutes(1) + DateTime.Seconds(10)
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AttackGroupSize = 5
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end
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SendJeepReinforcements = function()
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@@ -20,27 +72,97 @@ end
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RunInitialActivities = function()
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Harvester.FindResources()
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Trigger.OnKilled(Harvester, function() HarvesterKilled = true end)
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Trigger.OnAllKilled(PathGuards, SendTrucks)
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if InfantryTypes then
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Trigger.AfterDelay(InfantryDelay, InfantryProduction)
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end
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MissionAccomplished = function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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if VehicleTypes then
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Trigger.AfterDelay(VehicleDelay, VehicleProduction)
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end
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end
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MissionFailed = function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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InfantryProduction = function()
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if SovietBarracks.IsDead then
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return
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end
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local toBuild = { Utils.Random(InfantryTypes) }
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if SovietKennel.IsDead and toBuild == "dog" then
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toBuild = "e1"
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end
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ussr.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(InfantryDelay, InfantryProduction)
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if #IdlingUnits >= (AttackGroupSize * 1.5) then
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SendAttack()
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end
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end)
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end
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VehicleProduction = function()
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if SovietWarfactory.IsDead then
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return
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end
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if HarvesterKilled then
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ussr.Build({ "harv" }, function(harv)
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harv[1].FindResources()
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Trigger.OnKilled(harv[1], function() HarvesterKilled = true end)
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HarvesterKilled = false
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VehicleProduction()
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end)
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return
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end
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local toBuild = { Utils.Random(VehicleTypes) }
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ussr.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(VehicleDelay, VehicleProduction)
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if #IdlingUnits >= (AttackGroupSize * 1.5) then
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SendAttack()
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end
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end)
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end
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SendAttack = function()
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local units = { }
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for i = 0, AttackGroupSize, 1 do
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local number = Utils.RandomInteger(1, #IdlingUnits)
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then
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units[i] = IdlingUnits[number]
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table.remove(IdlingUnits, number)
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end
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end
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Utils.Do(units, function(unit)
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if Map.Difficulty ~= "Real tough guy" then
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unit.AttackMove(DeployPoint.Location)
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end
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end
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ticked = TimerTicks
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Tick = function()
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ussr.Resources = ussr.Resources - (0.01 * ussr.ResourceCapacity / 25)
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if ukraine.HasNoRequiredUnits() then
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SendTrucks()
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if ussr.HasNoRequiredUnits() then
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player.MarkCompletedObjective(ConquestObjective)
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end
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if player.HasNoRequiredUnits() then
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player.MarkFailedObjective(ConquestObjective)
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ussr.MarkCompletedObjective(ussrObj)
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end
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if ticked > 0 then
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@@ -69,8 +191,11 @@ ConvoyOnSite = false
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SendTrucks = function()
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if not ConvoyOnSite then
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ConvoyOnSite = true
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ticked = 0
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ConvoyObjective = player.AddPrimaryObjective("Escort the convoy.")
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player.MarkCompletedObjective(SecureObjective)
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Media.PlaySpeechNotification(player, "ConvoyApproaching")
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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ConvoyUnharmed = true
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@@ -102,19 +227,20 @@ ConvoyCasualites = function()
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end
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end
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ConvoyTimer = function(delay, notification)
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Trigger.AfterDelay(delay, function()
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ConvoyTimerAnnouncements = function()
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for i = #Announcements, 1, -1 do
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Trigger.AfterDelay(Announcements[i][2], function()
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if not ConvoyOnSite then
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Media.PlaySpeechNotification(player, notification)
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Media.PlaySpeechNotification(player, Announcements[i][1])
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end
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end)
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end
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end
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WorldLoaded = function()
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player = Player.GetPlayer("Greece")
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france = Player.GetPlayer("France")
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ussr = Player.GetPlayer("USSR")
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ukraine = Player.GetPlayer("Ukraine")
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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@@ -125,26 +251,28 @@ WorldLoaded = function()
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(player, MissionFailed)
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Trigger.OnPlayerWon(player, MissionAccomplished)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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ConquestObjective = player.AddPrimaryObjective("Secure the area.")
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ussrObj = ussr.AddPrimaryObjective("Deny the allies!")
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SecureObjective = player.AddPrimaryObjective("Secure the convoy's path.")
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ConquestObjective = player.AddPrimaryObjective("Eliminate the entire soviet presence in this area.")
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Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(allies, "MissionTimerInitialised") end)
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RunInitialActivities()
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SendConstructionVehicleReinforcements()
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Reinforcements.Reinforce(player, ConstructionVehicleReinforcements, ConstructionVehiclePath)
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Trigger.AfterDelay(DateTime.Seconds(5), SendJeepReinforcements)
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Trigger.AfterDelay(DateTime.Seconds(10), SendJeepReinforcements)
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Camera.Position = ReinforcementsEntryPoint.CenterPosition
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TimerColor = player.Color
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ConvoyTimer(DateTime.Seconds(3), "TenMinutesRemaining")
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ConvoyTimer(DateTime.Minutes(5), "WarningFiveMinutesRemaining")
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ConvoyTimer(DateTime.Minutes(6), "WarningFourMinutesRemaining")
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ConvoyTimer(DateTime.Minutes(7), "WarningThreeMinutesRemaining")
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ConvoyTimer(DateTime.Minutes(8), "WarningTwoMinutesRemaining")
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ConvoyTimer(DateTime.Minutes(9), "WarningOneMinuteRemaining")
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ConvoyTimerAnnouncements()
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end
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@@ -33,32 +33,26 @@ Options:
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StartingCash: 5700
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ConfigurableStartingUnits: False
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ShortGame: False
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Difficulties: Easy, Normal, Hard, Real tough guy
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Players:
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PlayerReference@USSR:
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Name: USSR
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Faction: soviet
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ColorRamp: 3,255,127
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Allies: Ukraine
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Enemies: Greece, France
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PlayerReference@France:
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Name: France
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NonCombatant: True
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Faction: allies
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ColorRamp: 115,115,143
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Allies: Greece, France
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Enemies: USSR, Ukraine
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Allies: Greece
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Enemies: USSR
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PlayerReference@Neutral:
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Name: Neutral
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OwnsWorld: True
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NonCombatant: True
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Faction: allies
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PlayerReference@Ukraine:
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Name: Ukraine
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Faction: soviet
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ColorRamp: 3,255,127
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Allies: USSR
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Enemies: Greece, France
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PlayerReference@Greece:
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Name: Greece
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Playable: True
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@@ -71,7 +65,7 @@ Players:
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LockSpawn: True
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LockTeam: True
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Allies: France
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Enemies: USSR, Ukraine
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Enemies: USSR
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Actors:
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EntryPoint: t06
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@@ -255,16 +249,9 @@ Actors:
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Actor60: powr
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Location: 57,62
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Owner: USSR
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Actor61: barr
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Location: 56,66
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Owner: USSR
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Actor62: powr
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Location: 59,62
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Owner: USSR
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Actor63: kenn
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Location: 58,68
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Owner: USSR
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Health: 99
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Actor64: brl3
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Location: 65,59
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Owner: USSR
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@@ -395,7 +382,7 @@ Actors:
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SubCell: 0
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Actor103: e1
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Location: 77,74
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Owner: Ukraine
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Owner: USSR
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Facing: 128
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SubCell: 2
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Actor104: e1
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@@ -408,11 +395,6 @@ Actors:
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Owner: USSR
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Facing: 160
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SubCell: 3
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Actor106: e1
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Location: 50,72
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Owner: USSR
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Facing: 160
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SubCell: 4
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Actor107: e1
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Location: 73,60
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Owner: USSR
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@@ -428,31 +410,6 @@ Actors:
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Owner: USSR
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Facing: 64
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SubCell: 0
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Actor110: e1
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Location: 49,58
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Owner: USSR
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Facing: 192
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SubCell: 0
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Actor111: e1
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Location: 51,58
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Owner: USSR
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Facing: 32
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SubCell: 1
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Actor112: e1
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Location: 60,78
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Owner: USSR
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Facing: 192
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SubCell: 4
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Actor113: e2
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Location: 62,79
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Owner: USSR
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Facing: 160
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SubCell: 4
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Actor114: e1
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Location: 57,82
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Owner: USSR
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Facing: 160
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SubCell: 1
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Actor115: e1
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Location: 60,64
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Owner: USSR
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@@ -463,11 +420,6 @@ Actors:
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Owner: USSR
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Facing: 96
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SubCell: 0
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Actor117: e1
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Location: 48,72
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Owner: USSR
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Facing: 96
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SubCell: 0
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Actor118: e1
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Location: 57,69
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Owner: USSR
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@@ -505,58 +457,19 @@ Actors:
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SubCell: 1
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Actor125: dog
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Location: 78,75
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Owner: Ukraine
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Owner: USSR
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Facing: 160
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SubCell: 1
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Actor126: e1
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Location: 71,61
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Owner: Ukraine
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Owner: USSR
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Facing: 160
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SubCell: 0
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Actor127: dog
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Location: 70,61
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Owner: Ukraine
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Owner: USSR
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Facing: 96
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SubCell: 4
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Actor128: e1
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Location: 50,46
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Owner: Ukraine
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Facing: 32
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SubCell: 1
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Actor129: e1
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Location: 49,47
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Owner: Ukraine
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Facing: 64
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SubCell: 0
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Actor130: e2
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Location: 49,49
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Owner: Ukraine
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Facing: 160
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SubCell: 1
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Actor131: e2
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Location: 47,46
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Owner: Ukraine
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Facing: 96
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SubCell: 3
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Actor132: e2
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Location: 48,63
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Owner: Ukraine
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SubCell: 1
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Actor133: e1
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Location: 49,63
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Owner: Ukraine
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Facing: 96
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SubCell: 2
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Actor134: e1
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Location: 74,81
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Owner: Ukraine
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Facing: 64
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SubCell: 3
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Actor135: e2
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Location: 75,83
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Owner: Ukraine
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Facing: 96
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SubCell: 0
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Actor136: e2
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Location: 69,66
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Owner: USSR
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||||
@@ -668,6 +581,13 @@ Actors:
|
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Actor170: fenc
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Location: 50,51
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Owner: USSR
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SovietKennel: kenn
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Location: 58,68
|
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Owner: USSR
|
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Health: 99
|
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SovietBarracks: barr
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Location: 56,66
|
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Owner: USSR
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SovietWarfactory: weap
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Location: 60,66
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Owner: USSR
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||||
@@ -676,6 +596,80 @@ Actors:
|
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Owner: USSR
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Health: 50
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Facing: 160
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PathGuard1: e1
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Location: 50,72
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||||
Owner: USSR
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||||
Facing: 160
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||||
SubCell: 4
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||||
PathGuard2: e1
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Location: 49,58
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||||
Owner: USSR
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Facing: 192
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||||
SubCell: 0
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||||
PathGuard3: e1
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Location: 51,58
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Owner: USSR
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Facing: 32
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||||
SubCell: 1
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||||
PathGuard4: e1
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Location: 60,78
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||||
Owner: USSR
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Facing: 192
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||||
SubCell: 4
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||||
PathGuard5: e2
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Location: 62,79
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||||
Owner: USSR
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Facing: 160
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SubCell: 4
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PathGuard6: e1
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Location: 48,72
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Owner: USSR
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Facing: 96
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SubCell: 0
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PathGuard7: e1
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Location: 50,46
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Owner: USSR
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Facing: 32
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SubCell: 1
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PathGuard8: e1
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Location: 49,47
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||||
Owner: USSR
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Facing: 64
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||||
SubCell: 0
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||||
PathGuard9: e2
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||||
Location: 49,49
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||||
Owner: USSR
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||||
Facing: 160
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||||
SubCell: 1
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PathGuard10: e2
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||||
Location: 47,46
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||||
Owner: USSR
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||||
Facing: 96
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||||
SubCell: 3
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||||
PathGuard11: e2
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||||
Location: 48,63
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||||
Owner: USSR
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||||
SubCell: 1
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||||
PathGuard12: e1
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||||
Location: 49,63
|
||||
Owner: USSR
|
||||
Facing: 96
|
||||
SubCell: 2
|
||||
PathGuard13: e1
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||||
Location: 74,81
|
||||
Owner: USSR
|
||||
Facing: 64
|
||||
SubCell: 3
|
||||
PathGuard14: e2
|
||||
Location: 75,83
|
||||
Owner: USSR
|
||||
Facing: 96
|
||||
SubCell: 0
|
||||
PathGuard15: e1
|
||||
Location: 57,82
|
||||
Owner: USSR
|
||||
Facing: 160
|
||||
SubCell: 1
|
||||
TruckEntryPoint: waypoint
|
||||
Location: 49,44
|
||||
Owner: Neutral
|
||||
@@ -748,6 +742,9 @@ Rules:
|
||||
GenericVisibility: Enemy, Ally, Neutral
|
||||
GenericStancePrefix: false
|
||||
ShowOwnerRow: false
|
||||
HARV:
|
||||
Buildable:
|
||||
Prerequisites: weap
|
||||
APWR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
@@ -805,9 +802,6 @@ Rules:
|
||||
E7:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
HIJACKER:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
FACF:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
Reference in New Issue
Block a user