Add different difficulties to allies02
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@@ -9,7 +9,61 @@ TruckPath = { TruckEntryPoint.Location, TruckRallyPoint.Location }
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PathGuards = { PathGuard1, PathGuard2, PathGuard3, PathGuard4, PathGuard5, PathGuard6, PathGuard7, PathGuard8, PathGuard9, PathGuard10, PathGuard11, PathGuard12, PathGuard13, PathGuard14, PathGuard15 }
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PathGuards = { PathGuard1, PathGuard2, PathGuard3, PathGuard4, PathGuard5, PathGuard6, PathGuard7, PathGuard8, PathGuard9, PathGuard10, PathGuard11, PathGuard12, PathGuard13, PathGuard14, PathGuard15 }
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TimerTicks = DateTime.Minutes(10)
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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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SendJeepReinforcements = function()
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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@@ -18,8 +72,85 @@ end
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RunInitialActivities = function()
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RunInitialActivities = function()
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Harvester.FindResources()
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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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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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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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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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end
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ticked = TimerTicks
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ticked = TimerTicks
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@@ -96,12 +227,14 @@ ConvoyCasualites = function()
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end
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end
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end
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end
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ConvoyTimer = function(delay, notification)
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ConvoyTimerAnnouncements = function()
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Trigger.AfterDelay(delay, function()
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for i = #Announcements, 1, -1 do
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if not ConvoyOnSite then
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Trigger.AfterDelay(Announcements[i][2], function()
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Media.PlaySpeechNotification(player, notification)
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if not ConvoyOnSite then
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end
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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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end
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end
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WorldLoaded = function()
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WorldLoaded = function()
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@@ -141,10 +274,5 @@ WorldLoaded = function()
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Camera.Position = ReinforcementsEntryPoint.CenterPosition
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Camera.Position = ReinforcementsEntryPoint.CenterPosition
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TimerColor = player.Color
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TimerColor = player.Color
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ConvoyTimer(DateTime.Seconds(3), "TenMinutesRemaining")
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ConvoyTimerAnnouncements()
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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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end
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end
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@@ -33,6 +33,7 @@ Options:
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StartingCash: 5700
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StartingCash: 5700
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ConfigurableStartingUnits: False
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ConfigurableStartingUnits: False
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ShortGame: 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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Players:
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PlayerReference@USSR:
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PlayerReference@USSR:
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@@ -248,16 +249,9 @@ Actors:
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Actor60: powr
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Actor60: powr
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Location: 57,62
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Location: 57,62
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Owner: USSR
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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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Actor62: powr
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Location: 59,62
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Location: 59,62
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Owner: USSR
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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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Actor64: brl3
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Location: 65,59
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Location: 65,59
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Owner: USSR
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Owner: USSR
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@@ -587,6 +581,13 @@ Actors:
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Actor170: fenc
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Actor170: fenc
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Location: 50,51
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Location: 50,51
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Owner: USSR
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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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SovietWarfactory: weap
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Location: 60,66
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Location: 60,66
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Owner: USSR
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Owner: USSR
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@@ -741,6 +742,9 @@ Rules:
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GenericVisibility: Enemy, Ally, Neutral
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GenericVisibility: Enemy, Ally, Neutral
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GenericStancePrefix: false
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GenericStancePrefix: false
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ShowOwnerRow: false
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ShowOwnerRow: false
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HARV:
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Buildable:
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Prerequisites: weap
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APWR:
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APWR:
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Buildable:
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Buildable:
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Prerequisites: ~disabled
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Prerequisites: ~disabled
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