Update mission gdi03
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@@ -73,7 +73,7 @@ WorldLoaded = function()
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Trigger.OnAllKilled(SamSites, function()
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Trigger.OnAllKilled(SamSites, function()
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player.MarkCompletedObjective(gdiAirSupportObjective)
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player.MarkCompletedObjective(gdiAirSupportObjective)
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Actor.Create("SamsDestroyed", true, { Owner = player })
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Actor.Create("airstrike.proxy", true, { Owner = player })
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end)
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end)
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Utils.Do(Map.NamedActors, function(actor)
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Utils.Do(Map.NamedActors, function(actor)
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@@ -95,7 +95,7 @@ WorldLoaded = function()
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end)
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end)
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InitialUnitsArrived = false
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InitialUnitsArrived = false
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Trigger.AfterDelay(DateTime.Seconds(1), SendReinforcements)
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SendReinforcements()
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Camera.Position = MCVwaypoint.CenterPosition
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Camera.Position = MCVwaypoint.CenterPosition
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@@ -823,15 +823,35 @@ Rules:
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Amount: -10
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Amount: -10
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-Capturable:
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-Capturable:
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HQ:
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HQ:
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AirstrikePower:
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Buildable:
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Prerequisites: ~airsupport
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Prerequisites: ~disabled
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ChargeTime: 120
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NOHQ:
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SamsDestroyed:
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Inherits: HQ
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ProvidesCustomPrerequisite:
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Buildable:
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Prerequisite: airsupport
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Prerequisites: proc
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AirSupport:
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Tooltip:
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Tooltip:
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Name: A10 Air Strike
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Description: Provides an overview of the battlefield.\n Requires power to operate.
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-AirstrikePower:
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RenderBuilding:
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Image: hq
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airstrike.proxy:
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AirstrikePower:
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Icon: airstrike
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StartFullyCharged: True
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ChargeTime: 120
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SquadSize: 3
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QuantizedFacings: 8
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Description: Air Strike
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LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
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EndChargeSound: airredy1.aud
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SelectTargetSound: select1.aud
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InsufficientPowerSound: nopower1.aud
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IncomingSound: enemya.aud
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UnitType: a10
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DisplayBeacon: True
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BeaconPoster: airstrike
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DisplayRadarPing: True
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CameraActor: camera
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Sequences:
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Sequences:
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